2 * fixed display of level time switching from ascending to descending
3 when making use of the "time orb bug" (see element setting in editor)
4 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
5 * fixed graphics performance problems (especially on Mac OS X) by using
6 whole-playfield redraw on SDL target, while still using the previous
7 single-tile redraw method on X11 target (using redraw tiles threshold)
10 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
11 (by replacing all "long" types by "int" types)
14 * fixed nasty bug (affecting crumbled graphics) after adding new special
15 graphics suffix ".TAPE" (and messing some things up in src/main.c)
18 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
19 (this caused fonts in envelope config in level editor being invisible)
22 * fixed some problems with half tile size and even tile sized playfields
25 * added level selection screen (when clicking on main menu level number)
26 * added level tracing (played, solved) for use in level selection screen
27 (to display already played or solved levels in different font color)
30 * added alternative game mode for playing with half size playfield tiles
31 * fixed another memory violation bug in the native Supaplex game engine
32 (this potential memory bug was also in the original Megaplex code, but
33 apparently only occured under rare conditions triggered by using the
34 additional added preceding playfield memory area to make a few strange
35 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
36 solvable (this all worked fine in the classic DOS version, of course))
39 * added graphics performance optimization to native Supaplex game engine
40 * fixed bug with accidentally removing preceding buffer in SP engine
41 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
42 (to prevent compatibility mapping of these newer graphics to older
43 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
46 * added separately configurable game panel background to graphics config
47 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
50 * added tape panel graphics and screen positions to graphics config
53 * added compatibility stuff for redefined "global.door" (which affects
54 all parts of that image that have their own graphics definition now)
57 * added sound button graphics to graphics config
60 * added tape button graphics and screen positions to graphics config
63 * improved single step mode in R'n'D, EM and SP engines
66 * version number set to 3.3.0.2
69 * version 3.3.0.1 released
72 * added configurable key shortcuts for snap+direction player actions
73 (probably most useful for recording tool-assisted speedrun (TAS)
74 tapes using the single-step mode of the tape recorder)
77 * version number set to 3.3.0.1
80 * version 3.3.0.0 released
83 * fixed missing memory allocation in SP engine when saving engine data
84 for non-SP game engine snapshots (which also stores SP engine part)
87 * fixed problem with scrolling in native EM engine in multi-user mode
88 (this bug was just introduced with the experimental viewport stuff)
89 * fixed animation of splashing acid in EM engine with classic artwork
90 * fixed animation of cracking nut in EM engine with classic artwork
91 * fixed (implemented) single step mode in native EM and SP engines
92 * fixed "latest_engine" flag in classic levels (moved to single sets)
93 * updated SDL library DLLs for Windows to the latest release versions
94 (this fixed some mysterious crashes of the game on Windows systems)
95 * replaced EM and SP set in classic level set with native level files
96 * finally added a newly written "CREDITS" file to the game package
97 * removed sampled music loops from classic music set
100 * changed native Emerald Mine engine to support different viewport sizes
103 * changed native Supaplex engine to support different viewport sizes
106 * added initial, experimental support for different viewport properties
107 (with "viewports" being menu/playfield area and doors; currently the
108 size of the menu/playfield area and door positions can be redefined)
111 * added initial, experimental support for different window sizes
114 * added support for native Sokoban solution files in pure 'udlrUDLR'
115 format with extension ".sln" instead of ".tape" for solution tapes
118 * added image config suffix ".class" to be able to define classes of
119 crumbled elements which are then separated against each others when
120 drawing crumbled borders (class names can freely be defined)
121 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
122 emc_grass" results in sand and emc_grass being crumbled separately,
123 even if directly adjacent on the playfield.)
124 * added image config suffix ".style" to use two new features for
126 - "accurate_borders": try to draw correctly crumbled corners (which
127 means that a row of crumbled elements does not have two crumbled
128 corners for each element in the row, but only at the "real" corners
129 at the start and the end of the row of elements)
130 - "inner_corners": also draw inner corners in concave constructions
131 of several crumbled elements -- this is currently a big kludge: the
132 number of frames for crumbled graphic must be "2", with the first
133 frame as usual (crumbled graphic), while the second frame contains
134 the graphic with inner (crumbled) corners for the crumbled graphic
135 (These two features are mainly intended for bevelled walls, not for
136 diggable elements like sand; "inner_corners" only works reliably for
137 static walls, not for in-game dynamically changing walls using CEs.)
140 * finished code cleanup of native Supaplex game engine
143 * started code cleanup of native Supaplex game engine
146 * integrated playing sound effects into native Supaplex game engine
149 * added configurable key shortcuts for the tape recorder buttons
152 * added (hidden) function to save native Supaplex levels with tape as
153 native *.sp file containing level with demo (saved with a file name
154 similar to native R'n'D levels, but with ".sp" extension instead of
155 ".level"); to use this functionality, enter ":save-native-level" or
156 ":snl" from the main menu with the native Supaplex level loaded and
157 the appropriate tape loaded to the tape recorder
158 * fixed potential crash bug caused by illegal array access in engine
159 snapshot loading and saving code
160 * changed setting permissions of score files to be world-writable if
161 the program is not installed and running setgid to allow the program
162 to modify existing score files when run as a different user (which
163 allows cheating, of course, as the score files are not protected
164 against modification in this case)
165 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
166 the top level Makefile for Debian / Ubuntu installations
167 * added saving read-only levels from editor into personal level set
168 (thanks to Bela Lubkin for the above four patches)
171 * added updating of game values on the panel to Supaplex game engine
174 * finished integrating R'n'D graphics engine into Supaplex game engine
175 (although some animations do not support full customizability yet)
178 * done integrating R'n'D graphics engine into file "Infotron.c"
179 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
182 * integrated engine snapshot functionality into Supaplex game engine
185 * fixed bug in native Supaplex engine that broke several demo solutions
186 * fixed bug with re-initializing already existing elements in function
187 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
188 counted a second time, making the currently playing level unsolvable)
189 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
190 * done integrating R'n'D graphics engine into file "Electrons.c"
191 * done integrating R'n'D graphics engine into file "Zonk.c"
194 * done integrating R'n'D graphics engine into file "Murphy.c"
195 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
198 * started integrating R'n'D graphics engine into Supaplex game engine
201 * added small kludge that allows transparent pushing animation over
202 non-black background (by using "game.use_masked_pushing: true")
203 * added editor flag to Sokoban field/object elements to automatically
204 finish solved Sokoban style levels (even if they contain non-Sokoban
205 elements, which prevents auto-enabling this feature for such levels)
208 * added new element "from_level_template" which is replaced by element
209 from level template at same playfield position when loaded (currently
210 not accessible from level editor, but only used for special Sokoban
211 level conversion when using "special_flags: load_xsb_to_ces")
212 * added special behaviour for "special_flags: load_xsb_to_ces": global
213 settings of individual level files are overwritten by template level
214 (except playfield size, level name, level author and template flag)
217 * added handling of gravity ports when converting Supaplex style R'n'D
218 levels to native Supaplex levels for playing with Supaplex engine
221 * fixed bug in Supaplex engine regarding initial screen scroll position
224 * fixed EMC style pushing animations in the R'n'D graphics engine (when
225 using ".2nd_movement_tile" for animations having start and end tile)
226 * for this to work (look) properly for two-tile pushing animations with
227 non-black (i.e. opaque) background, the pushing graphics drawing order
228 was changed to first draw the pushed element, then the player (maybe
229 this should be controlled by an ".anim_mode" flag yet to be added)
230 * two-tile animations for moving or pushing should have 7 frames for
231 normal speed, 15 frames for half speed etc. to display correct frames
232 * two-tile animations are also displayed correctly with different speed
233 settings for the player (for pushing animations) or moving elements
236 * added searching for template level (file "template.level") not only
237 inside the level set directory, but also in above level directories;
238 this makes is possible to use the same single template level file
239 (placed in a level group directory) for many level sub-directories
242 * fixed bug with steel exit being destructible during opening phase
243 * added token "special_flags" to "levelinfo.conf" (currently with the
244 only recognized value "load_xsb_to_ces", doing the same as the flag
245 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
246 converting all elements in native (XSB) Sokoban level files to CEs)
249 * fixed some problems with Supaplex engine when compiling for Windows
252 * added special mode to convert elements of Sokoban XSB levels to CEs
253 by adding "-Dload_xsb_to_ces" to the command line starting the game
254 (also adding a dependency to a template level file "template.level")
257 * added reading native Sokoban levels and level packages (XSB files)
260 * fixed bugs in (auto)scrolling behaviour when passing ports or when
261 wrapping around the playfield through "holes" in the playfield border
264 * changed internal playfield bitmap handling from playfield sized bitmap
265 to screen sized bitmap (visible scrolling area), therefore speeding up
266 graphics operations (by eliminating bitmap updates in invisible areas)
267 and removing playfield size limitations due to increasing bitmap size
268 for larger playfield sizes (while the new implementation always uses
269 a fixed playfield bitmap size for arbitrary internal playfield sizes)
272 * fixed bug with single step mode (there were some cases where the game
273 did not automatically return to pause mode, e.g. when trying to push
274 things that cannot be pushed or when trying to run against a wall)
277 * added support for loading Supaplex levels in MPX level file format
280 * fixed SP engine to set "game over" not before lead out counter done
283 * fixed (potential) compile error when using GCC option "-std=gnu99"
284 (thanks to Tom "spot" Callaway)
287 * fixed array allocation in native Supaplex engine to correctly handle
288 preceding scratch buffers (needed because of missing border checking)
289 * fixed playfield initialization to correctly add raw header bytes as
290 subsequent scratch buffer (needed because of missing border checking)
293 * most important parts of native Supaplex engine integration working:
294 - native Supaplex levels can be played in native Supaplex engine
295 - native Supaplex level/demo files ("*.sp" files) can be re-played
296 - all 111 classic original Supaplex levels automatically solvable
297 - native Supaplex engine can be selected and used from level editor
298 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
301 * fixed another translation problem from VisualBasic to C (where "int"
302 should be "short") causing unsolvable demos with bugs and terminals
303 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
306 * fixed bug when reading Supaplex single level files (preventing loader
307 from seeking to level position like in Supaplex level package files)
310 * first classic Supaplex level running and solved by solution/demo tape
313 * started with integration of native Supaplex engine, using source code
314 of Megaplex from Frank Schindler, based on original Supaplex engine
317 * version number set to 3.2.6.2
320 * version 3.2.6.1 released
323 * fixed bug with element_info[e].gfx_element not being initialized in
324 early game stage, causing native graphics in EMC level sets to be
325 mapped completely to EL_EMPTY (causing a blank screen when playing)
326 (this only happened when starting the program with an EMC set with
327 native graphics, but not when switching to such a set at runtime)
330 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
331 and using self-compiled, patched SDL.dll that solves this problem
332 (interim solution until release of SDL 1.2.14 that should fix this)
335 * extended backwards compatibility mode to allow already fixed bug with
336 change actions (see "2008-02-05") for existing levels (especially the
337 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
340 * reactivated workaround to prevent program crashes due to blitting to
341 the same SDL surface that apparently only occurs on Windows systems
342 (this is no final solution; this problem needs further investigation)
345 * version number set to 3.2.6.1
348 * version 3.2.6.0 released
351 * fixed behaviour of player option "no centering when relocating" which
352 was incorrect when disabled and relocation target inside visible area
353 and "no scrolling when relocating" enabled at the same time
356 * fixed problems with re-mapping players on playfield to input devices:
357 previously, players found on the level playfield were changed to the
358 players connected to input devices (for example, player 3 in the level
359 was changed to player 1 (using artwork of player 3, to be able to use
360 a player with a different color)); this had the disadvantage that CE
361 conditions using player elements did not work (because the players in
362 the level definition are different to those effectively used in-game);
363 the new system uses the same player elements as defined in the level
364 playfield and re-maps the input devices of connected players to the
365 corresponding player elements when playing the level (in the above
366 example, player 3 now really exists in the game and is moved using the
367 events from input device 1); level tapes still store the events from
368 input devices 1 to 4, which are then re-mapped to players accordingly
369 when re-playing the tape (just as it is done when playing the level)
372 * fixed bug with player relocation while the player switches an element
375 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
376 not walkable (and did not let the player enter) when in process of
377 opening, but not fully open yet (which can cause the player not being
378 able to enter the exit in EM/DC style levels in time)
381 * fixed some bugs regarding the new level/CE random seed reset options
384 * moved "level settings" and "editor settings" to two tabbed screens in
385 level editor to gain space for additional level property settings
386 * added level setting to start a level with always the same random seed
387 * added CE action "set random seed" to re-initialize random seed in game
388 (this is the only CE action that gets executed before the CE changes,
389 which is needed to use the newly set random seed during the CE change)
392 * fixed redraw problem of special editor door when playing from editor
395 * fixed initialization of gfx_element for level sketch image creation
398 * added switch for EM style dynamite "[ ] explodes with chain reaction"
399 (with default set to "on" for existing levels, but "off" for all new
400 levels), as EM style dynamite does not chain-explode in original EM
403 * added optional initial inventory for players (pre-collected elements)
404 * added change page actions "set player inventory" and "set CE artwork"
405 * added recognition of "player" parameter on change pages when player
406 actions are defined, but no trigger player in corresponding condition
407 (this resulted in actions that only affected the first player before)
408 * fixed bug with change actions being executed for newly created custom
409 elements resulting from custom element changes, when the intention was
410 only to check for change actions for the previous custom element
413 * changed design and size of element drawing area in level editor
414 * added "element used as action parameter" to element change actions
417 * added possibility to reanimate player immediately after his death
418 (for example, by "change to <player> when explosion of <player>")
421 * fixed bug with "gray" white door not being uncovered by magnifier
422 * added score for collecting (any) key to the white key config page
425 * added condition "deadly when <getting hit by>" for custom elements
426 that behaves a bit like the existing "deadly when <colliding with>",
427 but with the following differences:
428 - it only kills players or friends when it was moving before it hits
429 - it does not kill players or friends that try to run into it
432 * fixed the following change conditions where a player element is used
433 as the "element that is triggering the custom element change":
436 - explosion of <element>
438 (the last two conditions already worked partially, but only for the
439 first player, and not for the "Murphy" player when using "move of")
442 * fixed crash bug caused by accessing invalid element (with value -1)
443 in UpdateGameControlValues()
444 * fixed graphical bug when using two-tile movement animations with EMC
445 game engine without explicitly using native EMC graphics engine
448 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
449 try to push something (due to push delay) does not cause a dig action
452 * fixed bug with reference elements used as trigger elements on custom
453 element change pages not being recognized
454 * fixed bug with reference elements not being removed from the playfield
455 * added engine functionality that allows custom elements that "can dig"
456 other elements not only to do so when moving by themselves, but also
457 when being pushed by the player (therefore adding the functionality to
458 push one element over another element, replacing it with the new one)
461 * added command line function to write level sketch images to directory
464 * merged override and auto-override options into new override options
465 with a new data type than can take the values "no", "yes" and "auto"
468 * fixed growing steel wall to also leave behind steel wall instead of
469 normal, destructible wall
470 * fixed handling of rocks falling through stacks of quicksand with
471 different speed (before, the rocks just got stuck in the quicksand)
474 * fixed nasty bug with auto-override and normal override not working on
475 program startup (especially when current level set has custom artwork)
478 * version 3.2.5 released as special edition "R'n'D jue"
481 * fixed X11 crash bug when blitting masked title screens over background
484 * changed build system to support special editions (like "R'n'D jue")
485 * added (hardcoded) loading graphics for "R'n'D jue" special edition
486 * fixed X11 crash bug when scaling images with width/height less than 32
489 * added "background.PLAYING" (only visible as two-pixel border in game)
490 * added default level set for first start of special R'n'D version
491 * changed door animations for editor always behaving like "quick doors"
494 * added new custom artwork setup option "auto-override non-CE sets" for
495 automatic artwork override that is only used for level sets without
496 custom element artwork (as it does not make much sense to override
497 any artwork that redefines custom element artwork for sets using CEs)
498 * fixed default artwork for "special" R'n'D versions always using the
499 "classic" artwork as the base if base artwork is not explicitly
500 defined in "levelinfo.conf", regardless of different default artwork
501 used by the special R'n'D version -- this is needed because any such
502 custom artwork is designed using the "classic" artwork definitions as
503 the base (including menu definitions and screen positions etc., which
504 would otherwise be taken from the different special default artwork)
507 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
508 for both EMC and R'n'D graphics engine (heavy workarounds needed due
509 to massively broken handling of quicksand in R'n'D game engine)
510 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
511 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
514 * fixed small bug in toon drawing (introduced when fixing the crash bug)
517 * added graphics definition "game.panel.highscore" to display the
518 current levels current high score in the game panel
521 * version number set to 3.2.5
524 * version 3.2.4 released
527 * fixed crash bug in toon drawing functions for large step offset values
530 * fixed some problems with displaying game panel when quick-loading tape
533 * fixed (experimental only) redrawing of every tile per frame (even if
534 unneeded) for the extended (R'n'D based) EMC graphics engine
535 * added optimization to only calculate element count for panel display
536 if really needed (that is, if element count values defined on panel)
537 * fixed problem with special editor door redraw when entering main menu
540 * fixed bug with displaying background for title messages on info screen
541 * some code cleanup for the extended (R'n'D based) EMC graphics engine
544 * fixed bug with CE action "move player" always resulting in player 4
545 if there was a CE action with no trigger player (because the player
546 element was calculated by using log_2() from trigger player bits with
547 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
548 triggering player bit mask and handling all players in "move player"
549 * fixed bug when defined artwork cannot be found for artwork that has
550 default artwork cloned from other artwork (without default filename)
551 * added several fixes to the extended (R'n'D based) EMC graphics engine
554 * fixed broken editor copy and paste for custom elements between levels
557 * title messages are now also searched in graphics artwork directory;
558 those found in graphics directory have precendence over those found
559 in level directory -- this handles title messages stored in graphics
560 directories as part of the artwork set, just like title images; this
561 makes sense, as corresponding special font definitions for messages
562 are usually defined in the same graphics artwork directory, and also
563 because title images and title messages that are combined in a level
564 set introduction should usually not be separated when the level set
565 is used with a different artwork set (e.g. using "override graphics")
566 * fixed problem with door borders on main screen by first drawing doors
567 and then the corresponding border masks, but not vice versa
568 * fixed problem with artwork config entries using the value "[DEFAULT]";
569 this does not what one might expect, but sets the value to an invalid
570 value -- solution: simply ignore such entries, which results in this
571 value keeping its previous (real) default value (in general, entries
572 that should use their default value should just not be defined here)
573 * fixed problem with wrong fading area size from main menu to setup menu
576 * fixed problem with broken crumbled graphics after level set changes
577 when using R'n'D custom artwork with level sets using the EMC engine
580 * fixed invisible "joysticks deactivated ..." text on setup input screen
583 * added use of hashes created from static lists (element tokens, image
584 config, font tokens) to speed up lookup of configuration parameters
585 * fixed bug where element and graphic config token lookup was mixed up
588 * added "busy" animation when initializing program and loading artwork
589 * added initialization profiling for program startup (debugging only)
592 * fixed(?) very strange bug apparently triggered by memset() when code
593 was cross-compiled with MinGW cross-compiler for Windows XP platform
594 (this only happened when using SDL.dll also self-compiled with MinGW)
597 * added graphics engine directive "border.draw_masked_when_fading" that
598 enables/disables drawing of border mask over screen that is just faded
601 * fixed small problem with separate fading definition for game screen
604 * added additional configuration directives for setup screen draw offset
605 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
606 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
607 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
608 used to define draw offset on custom artwork selection screens and
609 "CHOOSE_OTHER" is used on all other list style selection screens, like
610 choosing game speed or screen mode for fullscreen mode)
611 * added additional configuration directives to define main menu buttons:
612 - menu.button_name and menu.button_name.active
613 - menu.button_levels and menu.button_levels.active
614 - menu.button_scores and menu.button_scores.active
615 - menu.button_editor and menu.button_editor.active
616 - menu.button_info and menu.button_info.active
617 - menu.button_game and menu.button_game.active
618 - menu.button_setup and menu.button_setup.active
619 - menu.button_quit and menu.button_quit.active
620 * added eight pure decoration graphic definitions for the game panel
623 * added support for accessing native Diamond Caves II level packages
624 * fixed displaying of game panel values for Emerald Mine game engine
625 * fixed displaying end-of-level time and score values on new game panel
628 * added game panel control to display arbitrary elements on game panel
629 * added game panel control to display custom element score (globally
630 unique for identical custom elements) either as value or as element
631 * added ".draw_masked" and ".draw_order" to game panel control drawing
634 * fixed some general bugs with handling of ".active" elements and fonts
637 * cleanup of game panel elements (some elements were not really needed)
638 * added displaying of gravity state (on/off) as new game panel control
639 * added animation for game panel elements (similar to game elements)
642 * added new pseudo game mode "PANEL" to define panel fonts and graphics
643 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
644 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
645 (else graphics would have to use ".PLAYING", which would be confusing)
646 * fixed bug when fading out to game screen with border mask defined
649 * added attribute ".tile_size" for element style game panel controls
652 * added <space> key as additional valid key to use for confirm requester
655 * improved menu fading, adding separate fading definitions for entering
656 and leaving a "content" screen (in general), and optional definitions
657 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
660 * added (currently invisible) setup option to define scroll delay value
661 * fixed small bug in priority handling when auto-detecting level start
662 position in levels without player element (but player from CE etc.)
663 * added option "game.forced_scroll_delay_value" to override user choice
664 of scroll delay value for certain level sets with "graphicsinfo.conf"
665 * replaced setup option "scroll delay: on/off" by new setup option that
666 directly allows selecting the desired scroll delay value from 0 to 8
669 * added displaying of most game panel control elements (not animated)
672 * added new configuration directives to display additional game engine
673 values on the game control panel, like the following examples:
674 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
675 - game.panel.penguins - number of penguins to rescue
676 - game.panel.level_name - level name of current level
679 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
682 * added new player option "no centering when relocating" for "invisible"
683 teleportations to level areas that look exactly the same, giving the
684 illusion that the player did not relocate at all (this was the default
685 since 3.2.3, but caused visual problems with room creation in "Zelda")
686 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
689 * improved menu fading, adding separate fading definitions for entering
690 and leaving a menu and for fading between menu and "content" screens
691 * fixed small bug with recognizing also ".font_xyz" style definitions
694 * improved menu fading, adding separate fading definitions for fading
695 between menu screens and fading between menu and "destination" screens
698 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
699 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
700 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
701 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
703 * improved title fading, allowing fading animation types "none", "fade"
704 and "crossfade" (including cross-fading of last title to main menu)
707 * added configurability of graphics, sounds and music for title screens,
708 which are separated into initial title screens (only shown once at
709 program startup) and title screens shown for a given level set; these
710 title screens can be composed of up to five title images and up to
711 five title text messages (each drawn using an optional background
712 image), also using background music and/or sounds; aspects like
713 background images, sounds and music of title screens can either be
714 defined generally (valid for all title screens) or specifically (and
715 therefore differently for each title screen) using these directives:
717 to define a background image, sound or music file for all screens:
718 - background.TITLE_INITIAL (for all title screens for game startup)
719 - background.TITLE (for all title screens for level sets)
721 to define a background image, sound or music file for a single screen:
722 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
723 - background.titlescreen_x (with x in 1,2,3,4,5)
724 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
725 - background.titlemessage_x (with x in 1,2,3,4,5)
727 to define the title screen images:
728 - titlescreen_initial_x (with x in 1,2,3,4,5)
729 - titlescreen_x (with x in 1,2,3,4,5)
731 to define the title text messages, place text files into the level set
732 directory that have the following file names:
733 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
734 - titlemessage_x.txt (with x in 1,2,3,4,5)
736 to define the properties of the text messages, either use directives
737 that affect all text messages:
738 - [titlemessage_initial].<suffix>
739 - [titlemessage].<suffix>
740 or use directives that affect single text messages:
741 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
742 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
744 valid values for <suffix> are the same as for readme.<suffix> below;
745 use ".sort_priority" (default: 0) to define an arbitrary order for
746 title images and title messages (which can therefore be mixed)
749 * added full configurability of "readme.txt" screen appearance:
750 - readme.x: <left position used with alignment>
751 - readme.y: <top position>
752 - readme.width: <maximim text width in pixels>
753 - readme.height: <maximum text height in pixels>
754 - readme.chars: <maximum number of chars per line>
755 - readme.lines: <maximum number of lines displayed>
756 - readme.align: left,center,right (default: center)
757 - readme.top: top,middle,bottom (default: top)
758 - readme.font: font name
759 - readme.autowrap: true,false (default: true)
760 - readme.centered: true,false (default: false)
761 - readme.parse_comments: true,false (default: true)
762 - readme.sort_priority: (not used here, but only for title screens)
763 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
764 default), they are automatically determined from "readme.width" and
765 "readme.height" accordingly; when they are not "-1", they have
766 precedence over "readme.width" and "readme.height"
767 * added internal ad-hoc config settings for displaying text files like
768 title messages or "readme.txt" style level set info files:
769 - .font: font name (default: readme.font)
770 - .autowrap: true,false (default: readme.autowrap)
771 - .centered: true,false (default: readme.centered)
772 - .parse_comments: true,false (default: readme.parse_comments)
773 (the leading '.' and the separating ':' are mandatory here); to use
774 these ad-hoc settings, they have to be written inside a comment, like
775 "# .autowrap: false" or "# .centered: true"; these settings then
776 override the above global settings (they can even be used more than
777 once, like "# .centered: true", then some text that should be drawn
778 centered, then "# .centered: false" to go back to non-centered text;
779 important note: after using "# .parse_comments: false", or when using
780 "readme.parse_comments: false", detecting and parsing comments inside
781 the file is disabled and comments are just printed like normal text;
782 also be aware that all automatic text size calculations are done with
783 the font defined in "readme.font", while using different fonts using
784 "# .font: <font>" inside the text file may cause unexpected results
787 * changed some numerical limits in the level editor from 255 to 999
790 * added option "system.sdl_videodriver" to select SDL video driver
791 * added output of SDL video and audio driver to "version info" page
794 * added group element drawing to IntelliDraw drawing functions
795 * fixed animation resetting problem again (last try broke Snake Bite)
796 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
799 * added new (special) "include: <filename>" directive that works in all
800 configuration files (like "graphicsinfo.conf") and that has the same
801 effect as if that directive would be replaced with the content of the
802 specified file (this can be useful to split large configuration files
803 into several smaller ones and include them from one main file, or to
804 store configuration settings that always stay the same into a separate
805 file, while including it and only add those parts that really change)
808 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
811 * fixed bug in "InitMovingField()" where treating an integer array as
812 boolean caused wrong resetting of animations while elements are moving
813 * fixed problem with resetting animations when starting element change
816 * added sort priority for order of title screens and title messages
819 * changed end of game again: do not wait for the user to press a key
820 anymore, but directly ask/confirm tape saving and go to hall of fame
821 * re-enabled quitting of lost game by pressing space or return again
822 * added blanking of mouse pointer when displaying title screens
823 * added remaining menu draw offset definitions for info sub-screens
826 * added setup option to select game speed (from very slow to very fast)
827 * improved handling of title text messages (initial and for level set)
830 * added new options "auto-wrap" and "centered" for DC2 style envelopes
833 * fixed displaying and typing of player name when it is centered
834 * added special characters to be allowed for player name (not only A-Z)
837 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
838 (newer versions of the SDL library seem to not like this anymore)
841 * added code for configuration directives for control of game panel
844 * fixed small cosmetical bug with underlining property tabs in editor
847 * fixed small drawing bug in X11FadeRectangle
848 * added new elements for newly supported Diamond Caves II levels:
849 - EM/DC style exits that disappear after passing
850 - white key and gate (one white key needed for each white gate)
851 - fake gate (there is no key to open/pass this kind of gate!)
852 - extended magic wall which also handles pearls and crystals
856 * changed maximum value for endless loop detection to a higher value
857 (some levels really used very deep recursion without being endless)
860 * added new elements for newly supported Diamond Caves II levels:
861 - growing steel walls
862 - snappable land mine
865 * added new elements for newly supported Diamond Caves II levels:
866 - steel text elements
869 * added level file loader for native Diamond Caves II levels
872 * version number set to 3.2.4
875 * version 3.2.3 released
878 * fixed malloc/free bug when updating EMC artwork entries in level list
879 * added workaround (warning and request to quit the current game) when
880 changing elements cause endless recursion loop (which would otherwise
881 freeze the game, causing a crash-like program exit on some systems)
884 * fixed nasty string overflow bug when entering too long envelope text
887 * added feedback sounds for menu navigation "menu.item.activating" and
888 "menu.item.selecting" (for highlighting and executing menu entries)
891 * improved "no scrolling when relocating" to also consider scroll delay
892 (meaning that the player is not automatically centered in this case;
893 this makes it possible to "invisibly" relocate the player to a region
894 of the level playfield which looks the same as the old level region)
895 * fixed bug with not recognizing "main.input.name.align" when active
898 * fixed bug with displaying masked borders over title screens when
899 screen fading is disabled
902 * fixed infinite loop / crash bug when killing the player while having
903 a CE with the setting "kill player X when explosion of <player X>"
904 * added special editor graphic for "char_space" to distinguish it from
905 "empty_space" when editing a level (in-game graphics still the same)
908 * fixed nasty bug with initialization only done for the first player
911 * small change to handle loading empty element/content list micro chunks
914 * uploaded pre-release (test) version 3.2.3-0 binary and source code
917 * some optimizations on startup speed by reducing initial text output
920 * added caching of custom artwork information for faster startup times
923 * fixed graphical bug when using fewer menu entries on level selection
924 screen than usual (with "menu.list_size.LEVELS" directive)
925 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
926 the backbuffer to the backbuffer by error (with identical rectangle)
929 * fixed bug when displaying titlescreen with size less than element tile
930 * fixed bug that caused elements with "change when digging <e>" event
931 to change for _every_ digged element, not only those specified in <e>
932 * fixed bug that caused impact style collision when dropping element one
933 tile over the player that can both fall down and smash players
934 * fixed bug that caused impact style collision when element changed to
935 falling/smashing element over the player immediately after movement
938 * fixed bug that allowed making engine snapshots from the level editor
941 * fixed bugs with player name and current level positions on main screen
944 * added configuration directives for control of title screens:
945 - "title.fade_delay" for fading time
946 - "title.post_delay" for pause between screens (when not crossfading)
947 - "title.auto_delay" to automatically continue after some time
948 these settings can each be overridden by specifying them with titles:
949 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
950 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
951 fading mode can also be specified:
952 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
953 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
954 default is using normal fading for menues and initial title screens,
955 while using cross-fading for level set title screens
956 * fixed bug with background not drawn in Hall of Fame after game was won
959 * added configuration directives for the remaining main menu items
962 * added additional configuration directives for info screen draw offset:
963 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
964 * added additional configuration directives for preview info text
965 * limited mouse wheel sensitive screen area to scrollable screen area
968 * added highlighted menu text entries to menu navigation when selected
971 * fixed bug that prevented player from correctly being created in the
972 top left corner by a custom element change in a level without player
973 * fixed bug that prevented player from being killed when indestructible,
974 non-walkable element is placed on player position by extended change
975 * added configurable menu button, text and input positions to main menu
978 * added page fading effects for remaining info sub-screens
979 * fixed small bug that caused some delays when answering door request
982 * added directives "border.draw_masked.*" for menu/playfield area and
983 door areas to display overlapping/masked borders from "global.border"
986 * fixed bug with CE with move speed "not moving" not being animated
987 * when changing player artwork by CE action, reset animation frame
990 * fixed bug with not unmapping main menu screen gadgets on other screens
991 * fixed bug with un-pausing a paused game by releasing still pressed key
992 * fixed bug with not redrawing screen when toggling to/from fullscreen
993 mode while fast reloading tape (without redrawing playfield contents)
994 * fixed bug with quick-saving tape snapshot despite answering with "no"
997 * version number set to 3.2.3
1000 * version 3.2.2 released
1003 * fixed bug with redrawing screen in fullscreen mode after quick tape
1004 reloading when using the EMC game engine
1005 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1008 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1011 * added engine snapshot functionality for instant tape reloading (this
1012 only works for the last tape saved using "quick save", and does not
1013 work across program restarts, because it completely works in memory)
1016 * version number set to 3.2.2
1019 * version 3.2.1 released
1022 * fixed nasty bugs with handling error message file on Mac OS X systems
1025 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1028 * fixed bug that caused broken tapes when manually appending to tapes
1029 using the "pause before death" functionality, followed by recording
1030 * added setup option to disable fading of screens for faster testing
1033 * code cleanup of new fading functions
1036 * changed behaviour after solved game -- do not immediately stop engine
1037 * added some more smooth screen fadings (game start, hall of fame etc.)
1040 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1043 * added configurable level preview position, tile size and dimensions
1044 * added configurable game panel value positions (gems, time, score etc.)
1047 * fixed small bug with time displayed incorrectly when collecting CEs
1050 * fixed bug with bumpy scrolling with EM engine in double player mode
1053 * added compatibility code to fix "Snake Bite" style levels that were
1054 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1057 * fixed bug with scrollbars inside editor when using the Windows mouse
1058 enhancement tool "True X-Mouse" (which injects key events to the event
1059 queue to insert selected stuff into the Windows clipboard, which gets
1060 confused with the "Insert" key for jumping to the last editor cascade
1061 block in the element list)
1062 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1063 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1066 * added selection of preferred fullscreen mode to setup / graphics menu
1067 (useful if default mode 800 x 600 does not match screen aspect ratio)
1070 * improved down-scaling of images for better editor and preview graphics
1071 * changed user data directory for Mac OS X from Unix style to new place
1074 * improved level number selection in main menu and player selection in
1075 setup menu (input devices section) by using standard button gadgets
1076 * added support for mouse scroll wheel (caused buggy behaviour before)
1077 * added support for scrolling horizontal scrollbars with mouse wheel by
1078 holding "Shift" key pressed while scrolling the wheel
1079 * added support for single step mouse wheel scrolling by holding "Alt"
1080 key pressed while scrolling the wheel (can be combined with "Shift")
1081 * changed output file "stderr.txt" on Windows platform now always to be
1082 created in the R'n'D sub-directory of the personal documents directory
1083 * added Windows message box to direct to "stderr.txt" after error aborts
1086 * improved general scrollbar handling (when jump-scrolling scrollbars)
1089 * changed scrollbars to always show last line as first after scrolling
1090 (that means jumping n - 1 screen lines instead of n screen lines)
1093 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1094 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1095 * fixed special handling of vertically stacked acid becoming fake acid
1098 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1099 affect multiple instances of the same CE, although this kind of
1100 change condition usually only affects one single custom element
1103 * version number set to 3.2.1
1106 * version 3.2.0 released
1109 * reorganized level editor element list a bit to match engines better
1112 * fixed newly introduced bug with wrongly initializing clipboard element
1115 * fixed bug with displaying visible/invisible level border in editor
1118 * reorganized some elements in the level editor element list
1121 * fixed bug with displaying any player as "yellow" when moving into acid
1122 * fixed bug with displaying running player when player stopped at border
1125 * fixed bug with player exploding when moving into acid
1126 * fixed bug with level settings being reset in editor and when playing
1127 (some compatibility settings being set not only after level loading)
1128 * fixed crash bug when number of custom graphic frames was set to zero
1129 * fixed bug with teleporting player on walkable tile not working anymore
1130 * added partial compatibility support for pre-release-only "CONF" chunk
1131 (to make Alan Bond's "color cycle" demo work again :-) )
1134 * fixed some bugs when displaying title screens from info screen menu
1135 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1138 * changed file major version to 3 to reflect level file format changes
1139 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1142 * added new chunk "NAME" to level file format for level name settings
1143 * added new chunk "NOTE" to level file format for envelope settings
1144 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1145 * updated magic(5) file to recognize changed and new level file chunks
1146 * removed change events "change when CE value/score changes" as unneeded
1149 * changed gravity (which only affects the player) from level property
1150 to player property (only makes a difference in multi-player levels)
1151 * added change events "change when CE value/score changes"
1152 * added change events "change when CE value/score changes of <element>"
1155 * added new chunk "INFO" to level file format for global level settings
1156 * added all element settings from "HEAD" chunk to "CONF" chunk
1157 * added all global level settings from "HEAD" chunk to "INFO" chunk
1160 * changed level file format by adding two new chunks "CUSX" (for custom
1161 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1162 elements, replacing the previous "GRP1" chunk); these new IFF style
1163 chunks use the new and flexible "micro chunks inside chunks" technique
1164 already used with the new "CONF" chunk (for normal element properties)
1165 which makes it possible to easily extend the existing level format
1166 (instead of using fixed-length chunks like before, which are either
1167 too big due to reserved bytes for future use, or too small when those
1168 reserved bytes have all been used and even more data should be stored,
1169 requiring the replacement by new and larger chunks just like it went
1170 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1173 * added credits pages to the "credits" section that were really missing
1174 * added some missing element descriptions to the level editor
1175 * added down position of switchgate switch to the level editor
1176 and allowed the use of both switch positions at the same time
1177 * changed use of "Insert" and "Delete" keys to navigate element list in
1178 level editor to start of previous or next cascading block of elements
1181 * added the possibility to view the title screen to the info screen menu
1182 * fixed some minor bugs with viewing title screens
1185 * fixed bug with title (cross)fading in/out when using fullscreen mode
1188 * fixed bug that forced re-defining of menu settings in local graphics
1189 config file which are already defined in existing base config file
1190 * fixed small bug that caused door sounds playing when music is enabled
1193 * added the possibility to define up to five title screens for each
1194 level set that are displayed after loading using (cross)fading in/out
1195 (this was added to display the various start images of the EMC sets)
1198 * added "CE score gets zero [of]" to custom element trigger conditions
1199 * added setup option to display element token name in level editor
1202 * added compatibility code for Juergen Bonhagen's menu artwork settings
1205 * fixed bug with displaying wrong animation frame 0 after CE changes
1206 * fixed bug with creating invisible elements when light switch is on
1209 * added selection between ECS and AGA graphics for EMC levels to setup
1212 * adjusted font handling for various narrow EMC style fonts
1215 * changed EM engine behaviour back to re-allow initial rolling springs
1218 * fixed handling of over-large selectboxes (less error-prone now)
1219 * fixed bug when creating GE with walkable element under the player
1222 * added use of "Insert" and "Delete" keys to navigate element list in
1223 level editor to start of custom elements or start of group elements
1224 * added virtual elements to access CE value and CE score of elements:
1225 - "CE value of triggering element"
1226 - "CE score of triggering element"
1227 - "CE value of current element"
1228 - "CE score of current element"
1231 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1234 * changed behaviour of network games with internal errors (because of
1235 different client frame counters) from immediately terminating R'n'D
1236 to displaying an error message requester and stopping only the game
1237 (also to prevent impression of crashes under non command-line runs)
1238 * fixed playing network games with the EMC engine (did not work before)
1239 * fixed bug with not scrolling the screen in multi-player mode with the
1240 focus on player 1 when all players are moving in different directions
1241 * fixed bug with keeping pointer to gadget even after its deallocation
1242 * fixed bug with allowing "focus on all players" in network games
1243 * fixed bug with player focus when playing tapes from network games
1246 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1249 * code cleanup for game action control for R'n'D and EMC game engine
1252 * fixed bug in multi-player movement with focus on both players
1253 * added option to control only the focussed player with all input
1256 * added player focus switching to level tape recording and re-playing
1259 * fixed some bugs in player focus switching in EMC and RND game engine
1262 * added special Supaplex animations for Murphy digging and snapping
1263 * added special Supaplex animations for Murphy being bored and sleeping
1266 * added four new yam yams with explicit start direction for EMC engine
1267 * fixed bug in src/libgame/text.c with printing text outside the window
1270 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1273 * added delayed ignition of EM style dynamite when used in R'n'D engine
1274 * added limited movement range to EMC engine when focus on all players
1277 * fixed bug with missing (zero) score values for native Supaplex levels
1280 * added "continuous snapping" (snapping many elements while holding the
1281 snap key pressed, without releasing the snap key after each element)
1282 as a new player setting for more compatibility with the classic games
1285 * finished scrolling for "focus on all players" in EMC graphics engine
1288 * level sets with "levels: 0" are ignored for levels, but not artwork
1289 * fixed bug when scanning empty level group directories (endless loop)
1292 * fixed bug with explosion graphic for player using "Murphy" graphic
1293 * fixed bug with explosion graphic if player leaves explosion in time
1294 * changed some descriptive text in setup menu to use medium-width font
1295 * added key shortcut settings for switching player focus to setup menu
1298 * fixed bug with random value initialization when recording tapes
1299 * fixed bug with playing single player tapes when team mode activated
1302 * fixed little bug when trying to switch to player that does not exist
1305 * added player switching (visual and quick) to R'n'D and EM game engine
1306 * added setup option to select visual or quick in-game player switching
1309 * added use of "Home" and "End" keys to handle element list in editor
1312 * fixed bug with adding score when playing tape with EMC game engine
1313 * added steel wall border for levels using EMC engine without border
1314 * finally fixed delayed scrolling in EMC engine also for small levels
1317 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1320 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1321 * fixed bug when displaying info element without action, but direction
1324 * fixed minor graphical problems with springs smashing and slurping
1325 (when using R'n'D style graphics instead of EMC style graphics)
1328 * added scroll delay (as configured in setup) to EMC graphics engine
1331 * improved screen redraw for EMC graphics engine (faster and smoother)
1332 * when not scrolling, do not redraw the whole playfield if not needed
1335 * added multi-player mode for EMC game engine (with up to four players)
1338 * added android (can clone elements) from EMC engine to R'n'D engine
1341 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1344 * added selectbox for initial player speed to player settings in editor
1347 * version 3.1.2 created that is basically version 3.1.1, but with a
1348 major bug fixed that prevented editing your own private levels
1349 * version 3.1.2 released
1352 * added magic ball (creates elements) from EMC engine to R'n'D engine
1355 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1358 * fixed bug when using "CE can leave behind <trigger element>"
1359 * added new change condition "(after/when) creation of <element>"
1360 * added new change condition "(after/when) digging <element>"
1361 * fixed bug accessing invalid gadget that caused crashes under Windows
1362 * deactivated new possibility for multiple CE changes per frame
1365 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1368 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1369 * fixed bug with not keeping CE value for moving CEs with only action
1370 * changed CE action selectboxes in editor to be only reset when needed
1373 * added option "use artwork from element" for custom player artwork
1374 * added option "use explosion from element" for player explosions
1377 * added cascaded element lists in the level editor
1378 * added persistence for cascaded element lists by "editorcascade.conf"
1379 * added dynamic element list with all elements used in current level
1380 * added possibility for multiple CE changes per frame (experimental)
1383 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1386 * changed "score for each 10 seconds/steps left" to "1 second/step"
1387 * added own score for collecting "extra time" instead of sharing it
1388 * added change events "switched by player" and "player switches <e>"
1389 * added change events "snapped by player" and "player snaps <e>"
1390 * added "set player artwork: <element choice>" to CE action options
1391 * added change event "move of <element>"
1394 * added "set player shield: off / normal / deadly" to CE action options
1395 * added new player option "use level start element" in level editor
1396 to set the correct focus at level start to elements from which the
1397 player is created later (this did not work before for cascaded CE
1398 changes resulting in creation of the player; it is now also possible
1399 to create the player from a yam yam which is smashed at level start)
1402 * added "set player speed: frozen (not moving)" to CE action options
1403 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1406 * added new player option "block snap field" (enabled by default) to
1407 make it possible to show a snapping animation like in Emerald Mine
1410 * added dynamic selectboxes to custom element action settings in editor
1411 * added "CE value" counter for custom elements (instead of "CE count")
1412 * added option to use the last "CE value" after custom element change
1413 * added option to use the "CE value" of other elements in CE actions
1414 * fixed odd behaviour when pressing time orb in levels w/o time limit
1415 * added checkbox "use time orb bug" for older levels that use this bug
1418 * added missing configuration settings for the following elements:
1419 - EL_TIMEGATE_SWITCH (time of open time gate)
1420 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1421 - EL_SHIELD_NORMAL (time of shield duration)
1422 - EL_SHIELD_DEADLY (time of shield duration)
1423 - EL_EXTRA_TIME (time added to level time)
1424 - EL_TIME_ORB_FULL (time added to level time)
1427 * added "wind direction" as a movement pattern for custom elements
1428 * added initial wind direction for balloon / custom elements to editor
1429 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1432 * added parameters for "game of life" and "biomaze" elements to editor
1435 * added level file chunk "CONF" for generic level and element settings
1438 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1441 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1442 * added sound action ".page[1]" to ".page[32]" for each CE change page
1445 * added image config suffix ".clone_from" to copy whole image settings
1446 * fixed bug with invalid ("undefined") CE settings in old level files
1449 * fixed graphical bug with smashing elements falling faster than player
1452 * fixed major bug which prevented private levels from being edited
1453 * fixed bug with precedence of general and special font definitions
1456 * fixed graphical bug with player animation when player moves slowly
1459 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1462 * fixed bug which prevented "global.num_toons: 0" from working
1465 * major code cleanup (removed all these annoying "#if 0" blocks)
1468 * added custom element actions for CE change page in level editor
1471 * fixed music initialization bug in init.c (thanks to David Binderman)
1472 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1473 (this bug must probably be fixed at other places, too)
1476 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1477 (should be '#include <SDL.h>' instead)
1480 * fixed bug which prevented "walkable from no direction" from working
1481 (due to compatibility code overwriting this setting after loading)
1484 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1487 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1488 * version 3.1.1 released
1491 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1492 on 64-bit architecture systems with LP64 data model
1495 * fixed bug with bombs not exploding when hitting the last level line
1496 (introduced after the release of 3.1.0)
1499 * added support for dumping small-sized level sketches from editor
1502 * added recognition of "trigger element" for "change digged element to"
1503 (this is not really what the "trigger element" was made for, but its
1504 use may seem obvious for leaving back digged elements unchanged)
1507 * fixed multiple warnings about failed joystick device initialization
1510 * fixed bug with dynamite dropped on top of just dropped custom element
1511 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1512 dynamite can still be dropped, but drop key must be released before
1515 * fixed bug with wrong start directory when started from file browser
1516 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1519 * fixed bug causing "change when impact" on player not working
1520 * fixed wrong priority of "hitting something" over "hitting <element>"
1521 * fixed wrong priority of "hit by something" over "hit by <element>"
1524 * fixed graphical bug which caused the player (being Murphy) to show
1525 collecting animations although the element was collected by penguin
1528 * fixed two bugs causing wrong door background graphics in system.c
1529 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1532 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1533 * added "no direction" to "walkable/passable from" selectbox options
1536 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1537 * in tape autoplay, not only report broken, but also missing tapes
1540 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1543 * fixed small bug with "linear" animation not working for active lamp
1546 * fixed bug with moving up despite gravity due to "block last field"
1547 * fixed small bug with wrong draw offset when typing name in main menu
1548 * when reading user names from "passwd", ignore data after first comma
1549 * when creating new "levelinfo.conf", only write some selected entries
1552 * fixed displaying "imported from/by" on preview with empty string
1553 * fixed ignoring draw offset for fonts used for level preview texts
1556 * fixed a delay problem with SDL and too many mouse motion events
1557 * added setup option "skip levels" and level skipping functionality
1560 * added move speed "not moving" for non-moving CEs, but with direction
1563 * fixed mapping of obsolete element token names in "editorsetup.conf"
1564 * fixed bug with sound "acid.splashing" treated as a loop sound
1565 * fixed some little sound bugs in native EM engine
1568 * fixed small bug when dragging scrollbars to end positions
1571 * added editor element descriptions written by Aaron Davidson
1574 * improved fallback handling when configured artwork is not available
1575 (now using default artwork instead of exiting when files not found)
1578 * fixed bug on level selection screen when dragging scrollbar
1581 * fixed bug which caused broken tapes when appending to EM engine tapes
1584 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1587 * added code to replace changed artwork config tokens with other tokens
1588 (needed for backwards compatibility, so that older tokens still work)
1591 * added native R'n'D graphics for some new EMC elements in EM engine
1594 * fixed some bugs in the EM engine integration code
1595 * changed EM engine code to allow diagonal movement
1596 * changed EM engine code to allow use of separate snap and drop keys
1599 * fixed some redraw bugs when using EM engine
1602 * fixed bug with not converting RND levels which are set to use native
1603 engine to native level structure when loading
1606 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1609 * version number set to 3.2.0
1612 * level data now reset to defaults after attempt to load invalid file
1615 * added use of "editorsetup.conf" for different level sets
1618 * added auto-detection for various types of Emerald Mine level files
1621 * fixed bug with scrollbars getting too small when list is very large
1624 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1627 * added most level editor configuration gadgets for new EMC elements
1630 * added more element and graphic definitions for new EMC elements
1633 * modified native EM engine to use integrated R'n'D sound system
1636 * added SDL support to graphics functions in native EM engine
1637 (by always using generic libgame interface functions)
1640 * fixed bug in frame synchronization in native EM engine
1643 * added code to convert levels between R'n'D and native EM engine
1646 * new Emerald Mine engine can now play levels selected in main menu
1649 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1650 (which creates scaled down graphics for level editor and preview);
1651 there's still a memory leak somewhere in the artwork handling code
1652 * added "scale image up" functionality to X11 version of zoom function
1655 * first attempts to integrate new, native Emerald Mine Club engine
1658 * fixed bug in gadget code which caused reset of CEs in level editor
1659 (example: pressing 'b' [grab brush] on CE config page erased values)
1660 (solution: check if gadgets in ClickOnGadget() are really mapped)
1661 * improved level change detection in editor (settings now also checked)
1662 * fixed bug with "can move into acid" and "don't collide with" state
1665 * fixed maze runner style CEs to use the configured move delay value
1668 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1671 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1672 * fixed the above fix because it broke level set "machine" (*sigh*)
1673 * fixed random element placement in level editor to work as expected
1674 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1677 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1680 * fixed bug (missing array boundary check) which caused broken tapes
1681 * fixed bug (when loading level template) which caused broken levels
1682 * fixed bug with new block last field code when using non-yellow player
1685 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1686 * internal change of how the player blocks the last field when moving
1687 * fixed blocking delay of last field for EM and SP style block delay
1688 * fixed bug where the player had to wait for the usual move delay after
1689 unsuccessfully trying to move, when he directly could move after that
1690 * the last two changes should make original Supaplex level 93 solvable
1691 * improved use of random number generator to make it less predictable
1692 * fixed behaviour of slippery SP elements to let slip left, then right
1695 * fixed bug with wrong door state after trying to quickload empty tape
1696 * fixed waste of static memory usage of the binary, making it smaller
1697 * fixed very little graphical bug in Supaplex explosion
1700 * version number set to 3.1.1
1703 * version 3.1.0 released
1706 * fixed bug with crash when writing user levelinfo.conf the first time
1709 * added option "convert LEVELDIR [NR]" to command line batch commands
1710 * re-converted Supaplex levels to apply latest engine fixes
1711 * changed "use graphic/sound of element" to "use graphic of element"
1712 due to compatibility problems with some levels ("bug machine" etc.)
1715 * fixed bug with CE change replacing player with same or other player
1718 * fixed bug with opaque font in envelope with background graphic when
1719 background graphic is not transparent itself
1722 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1723 * corrected original Supaplex level loading code to use these new ports
1724 * also corrected Supaplex loader to auto-count infotrons if set to zero
1727 * fixed bug with missing initialization of "modified" flag for GEs
1730 * fixed bug that caused endless recursion loop when relocating player
1731 * fixed tape recorder bug in "step mode" when using "pause before end"
1732 * fixed tape recorder bug when changing from "warp forward" mode
1735 * fixed bug with "when touching" for pushed elements at last position
1738 * fixed bug that caused two activated toolbox buttons in level editor
1739 * fixed bug with exploding dynabomb under player due to other explosion
1742 * fixed bug with creating walkable custom element under player (again)
1743 * fixed bug with not copying explosion type when copying CEs in editor
1744 * fixed graphical bug when drawing player in setup menu (input devices)
1745 * fixed graphical bug when the player is pushing an accessible element
1746 * fixed bug with classic switchable elements triggering CE changes
1747 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1748 * fixed crash bug when CE leaves behind the trigger player element
1751 * fixed bug with broken tubes after placing/exploding dynamite in them
1752 * fixed bug with exploding dynamite under player due to other explosion
1753 * fixed bug with not resetting push delay under certain circumstances
1756 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1757 * added network multiplayer code for Windows (thanks to Niko Böhm)
1760 * added option "reachable despite gravity" for gravity movement
1761 * changed gravity movement of most classic walkable and passable
1762 elements back to "not reachable" (for compatibility reasons)
1765 * fixed (removed) "indestructible" / "can explode" dependency in editor
1766 * fixed (removed) "accessible inside" / "protected" dependency
1767 * fixed (removed) "step mode" / "shield time" dependency
1770 * fixed dynabombs exploding now into anything diggable
1771 * fixed Supaplex style gravity movement into buggy base now impossible
1772 * added pressing key "space" as valid action to select menu options
1775 * added "replace when walkable" to relocate player to walkable element
1776 * added "enter"/"leave" event for elements affected by relocation
1777 * fixed "direct"/"indirect" change order also for "when change" event
1778 * fixed graphical bug when pushing things from elements walkable inside
1781 * fixed graphic bug when player is snapping while moving in old levels
1782 * fixed bug when a moving custom element leaves a player element behind
1783 * fixed bug with mole not disappearing when moving into acid pool
1784 * fixed bug with incomplete path setting when using "--basepath" option
1785 * moving CE can now leave walkable elements behind under the player
1786 * when relocating, player can be set on walkable element now
1787 * fixed another gravity movement bug
1790 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1793 * added "collectible" and "removable" to extended replacement types
1794 (where "removable" replaces "diggable" and "collectible" elements)
1795 * added "collectible & throwable" (to throw element to the next field)
1796 * fixed bug with CEs digging elements that are just about to explode
1797 * changed mouse cursor now always being visible when game is paused
1800 * added possibility to push/press accessible elements from a side that
1802 * fixed bug with not setting actual date when appending to tape
1805 * fixed bug with incorrectly initialized custom element editor graphics
1808 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1809 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1812 * fixed bug with destroyed robot wheel still attracting robots forever
1813 * fixed bug with time gate switch deactivating after robot wheel time
1814 (while the time gate itself is not affected by this misbehaviour)
1815 * changed behaviour of BD style amoeba to always get blocked by player
1816 (before it was different when there were non-BD elements in level)
1817 * fixed bug with player destroying indestructable elements with shield
1820 * added option to make growing elements grow into anything diggable
1821 (for the various amoeba types, biomaze and "game of life")
1824 * fixed bug with movable elements not moving after left behind by CEs
1825 * changed gravity movement to anything diggable, not only sand/base
1826 * optionally allowing passing to walkable element, not only empty space
1827 * added option "can pass to walkable element" for players
1828 * finally fixed gravity movement (hopefully)
1831 * fixed bug with movable elements not moving anymore after falling down
1834 * fixed another bug with custom elements digging and leaving elements
1835 * fixed bug with "along left/right side" and automatic start direction
1836 * trigger elements now also displayed when "more custom" deactivated
1837 * fixed bug with clipboard element initialized when loading new level
1838 * added option "drop delay" to set delay before dropping next element
1841 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1844 * added copy and paste functions for custom change pages
1845 * enhanced graphical display and functionality of tape recorder
1846 * fixed bug with custom elements digging and leaving elements
1849 * added move speed faster than "very fast" for custom elements
1850 * fixed bug with 3+3 style explosions and missing border content
1851 * fixed little bug when copying custom elements in the editor
1852 * enhanced custom element changes by more side trigger actions
1855 * added option "no scrolling when relocating" for instant teleporting
1856 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1859 * added trigger element and trigger player to use as target elements
1860 * added copy and paste functions for custom and group elements
1863 * fixed graphical bug when displaying explosion animations
1864 * fixed bug when appending to tapes, resulting in broken tapes
1865 * re-recorded a few tapes broken by fixing gravity checking bug
1868 * "can move into acid" property now for all elements independently
1869 * "can fall into acid" property for player stored in same bitfield now
1870 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1871 * version number set to 3.1.0 (finally!)
1874 * changed tape recording to only record input, not programmed actions
1877 * fixed totally broken (every 8th frame skipped) step-by-step recording
1878 * fixed bug with requester not displayed when quick-loading interrupted
1879 * added option "can fall into acid (with gravity)" for players
1880 * fixed bug with player not falling when snapping down with gravity
1883 * fixed bug which messed up key config when using keypad number keys
1886 * fixed bug which allowed moving upwards even when gravity was active
1887 * fixed bug with missing error handling when dumping levels or tapes
1890 * added different colored editor graphics for Supaplex gravity tubes
1893 * fixed bug that allowed solvable tapes for unsolvable levels
1896 * use unlimited number of droppable elements when "count" set to zero
1897 * added option to use step limit instead of time limit for level
1900 * added player and change page as trigger for custom element change
1903 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1906 * fixed bug with dark yamyam changing to acid when moving over acid
1907 * fixed handling of levels with more than 999 seconds level time
1908 (example: level 76 of "Denmine")
1911 * "spring push bug" reintroduced as configurable element property
1912 * fixed bug with missing properties for "mole"
1913 * fixed bug that showed up when fixing the above "mole" properties bug
1914 * added option "can move into acid" for all movable elements
1915 * fixed graphical bug for elements moving into acid
1916 * changed event handling to handle all pending events before going on
1919 * fixed bug which caused all CE change pages to be ignored which had
1920 the same change event, but used a different element side
1921 (reported by Simon Forsberg)
1923 * fixed bug which caused elements that can move and fall and that are
1924 transported by a conveyor belt to continue moving into that direction
1925 after leaving the conveyor belt, regardless of their own movement
1926 type; only elements which can not move are transported now
1927 (reported by Simon Forsberg)
1929 * fixed bug which could cause an array overflow in RelocatePlayer()
1930 (reported by Niko Böhm)
1932 * changed Emerald Mine style "passable / over" elements to "protected"
1933 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1935 * added new option to select from which side a "walkable/passable"
1936 element can be entered
1939 * added explosion and ignition delay for elements that can explode
1942 * fixed bug which caused player not being protected against enemies
1943 when a CE was "walkable / inside" and was not "indestructible"
1944 * added "walkable/passable" fields to be "protected/unprotected"
1945 against enemies, even if not accessible "inside" but "over/under"
1948 * corrected move pattern to 32 bit and initial move direction to 8 bit
1951 * added second custom element base configuration page
1954 * added some special EMC mappings to Emerald Mine level loader
1955 (also covering previously unknown element in level 0 of "Bondmine 8")
1958 * added option to block last field when player is moving (for Supaplex)
1959 * adjusted push delay of Supaplex elements
1960 * removed delays for envelopes etc. when replaying with maximum speed
1961 * fixed bug when dropping element on a field that just changed to empty
1964 * fixed bug: infotrons can now smash yellow disks
1965 * fixed bug: when gravity active, port above player can now be entered
1966 * removed "one white dot" mouse pointer which irritated some people
1969 * added "choice type" for group element selection
1972 * fixed bug with initial invulnerability of non-yellow player
1975 * added level loader for loading native Supaplex packed levels
1976 (including multi-part levels like the "splvls99" levels)
1979 * fixed bug which allowed creating emeralds by escaping explosions
1982 * custom elements can change (limited) or leave (unlimited) elements
1983 * finally added multiple matches using group elements
1984 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1987 * added new start movement type "previous" for continued CE movement
1988 * added new start movement type "random" for random CE movement start
1991 * added new element "sokoban_field_player" needed for Sokoban levels
1992 (thanks to Ed Booker for pointing this out!)
1995 * added elements that can be digged or left behind by custom elements
1998 * added group elements for multiple matches and random element creation
2001 * fixed some graphical errors displayed in old levels
2004 * fixed wrong double speed movement after passing closing gates
2007 * added level loader for loading native Emerald Mine levels
2010 * changes for "shooting" style CE movement
2013 * Happy New Year! ;-)
2016 * changed default snap/drop keys from left/right Shift to Control keys
2019 * fixed bug with dead player getting reanimated from custom element
2022 * fixed bug with wrong penguin graphics (when entering exit)
2025 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2028 * version number set to 3.0.9
2031 * version 3.0.8 released
2034 * added function checked_free()
2037 * fixed bug with double nut cracking sound
2038 (by eliminating "default element action sound" assignment in init.c)
2041 * fixed crash when no music info files are available
2044 * fixed boring and sleeping sounds
2047 * added "maze runner" and "maze hunter" movement types
2048 * added extended collision conditions for custom elements
2051 * added warnings for undefined token values in artwork config files
2054 * added menu entry for level set information to the info screen
2057 * fixed bug with wrong default impact sound for colored emeralds
2060 * added several sub-screens for the info screen
2061 * menu text now also clickable (not only blue/red sphere left of it)
2064 * added configurable "bored" and "sleeping" animations for the player
2065 * added "awakening" sound for player when waking up after sleeping
2068 * added "copy" and "exchange" functions for custom elements to editor
2071 * added configurable element animations for info screen
2074 * added configurable music credits for info screen
2077 * finally fixed tape recording when player is created from CE change
2080 * added "editorsetup.conf" for editor element list configuration
2083 * added "musicinfo.conf" for menu and level music configuration
2086 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2087 (that only showed up on Linux, but not on Windows systems)
2090 * fixed turning movement of butterflies and fireflies (no frame reset)
2091 * enhanced sniksnak turning movement (two steps instead of only one)
2094 * version number set to 3.0.8
2097 * version 3.0.7 released
2100 * fixed reset of player animation frame when, for example,
2101 walking, digging or collecting share the same animation
2102 * fixed CE with "deadly when touching" exploding when touching amoeba
2105 * fixed tape recording when player is created from CE element change
2108 * introduced "turning..." action graphic for elements with move delay
2109 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2110 * added turning animations for bug, spaceship and sniksnak
2113 * prevent "extended" changed elements from delay change in same frame
2116 * fixed bug when pushing element that can move away to the side
2117 (like pushing falling elements, but now with moving elements)
2120 * finally fixed serious bug in code for delayed element pushing (again)
2123 * unavailable setup options now marked as "n/a" instead of "off"
2124 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2125 to "true", levels are always played with the latest game engine,
2126 which is desired for levels that are imported from other games; all
2127 other levels are played with the engine version stored in level file
2128 (which is normally the engine version the level was created with)
2131 * fixed serious bug in code for delayed element pushing
2132 * fixed little bug in animation frame selection for pushed elements
2133 * speed-up of reading config file for verbose output
2136 * added configuration option for opening and closing Supaplex exit
2137 * added configuration option for moving up/down animation for Murphy
2138 * fixed incorrectly displayed animation for attacking dragon
2139 * fixed bug with not setting initial gravity for each new game
2140 * fixed bug with teleportation of player by custom element change
2141 * fixed bug with player not getting smashed by rock sometimes
2144 * version number set to 3.0.7
2147 * version 3.0.6 released
2150 * added support for MP3 music for SDL version through SMPEG library
2153 * fixed bug when initializing font graphic structure
2154 * fixed bug with animation mode "pingpong" when using only 1 frame
2155 * fixed bug with extended change target introduced in 3.0.5
2156 * fixed bug where passing over moving element doubles player speed
2157 * fixed bug with elements continuing to move into push direction
2158 * fixed bug with duplicated player when dropping bomb with shield on
2159 * added "switching" event for custom elements ("pressing" only once)
2160 * fixed switching bug (resetting flag when not switching but not idle)
2163 * fixed element tokens for certain file elements with ".active" etc.
2166 * version number set to 3.0.6
2169 * version 3.0.5 released
2172 * now four envelope elements available
2173 * font, background, animation and sound for envelope now configurable
2174 * main menu doors opening/closing animation type now configurable
2177 * active/inactive sides configurable for custom element changes
2178 * new movement type "move when pushed" available for custom elements
2181 * fixed bug in multiple config pages loader code that caused crashes
2184 * enhanced (remaining low-resolution) Supaplex graphics
2187 * version number set to 3.0.5
2190 * version 3.0.4 released
2192 2003-09-12 src/tools.c
2193 * fixed bug in custom definition of crumbled element graphics
2195 2003-09-11 src/files.c
2196 * fixed bug in multiple config pages code that caused crashes
2199 * version number set to 3.0.4
2202 * version 3.0.3 released
2205 * added music to Supaplex classic level set
2207 2003-09-07 src/libgame/misc.c
2208 * added support for loading various music formats through SDL_mixer
2210 2003-09-06 (various source files)
2211 * fixed several nasty bugs that may have caused crashes on some systems
2212 * added envelope content which gets displayed when collecting envelope
2213 * added multiple change event pages for custom elements
2215 2003-08-24 src/game.c
2216 * fixed problem with player animation when snapping and moving
2218 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2219 * fixed problem with flickering when drawing toon animations
2221 2003-08-23 src/libgame/sdl.c
2222 * fixed problem with setting mouse cursor in SDL version in fullscreen
2224 2003-08-23 src/game.c
2225 * fixed bug (missing array boundary check) which could crash the game
2228 * version number set to 3.0.3
2231 * version 3.0.2 released
2233 2003-08-21 src/game.c
2234 * fixed bug with creating inaccessible elements at player position
2236 2003-08-20 src/init.c
2237 * fixed bug with not finding current level artwork directory
2239 2003-08-20 src/files.c
2240 * fixed bug with choosing wrong engine version when playing tapes
2241 * fixed bug with messing up custom element properties in 3.0.0 levels
2244 * version number set to 3.0.2
2247 * version 3.0.1 released
2249 2003-08-17 (no source files affected)
2250 * changed all "classic" PCX image files with 16 colors or less to
2251 256 color (8 bit) storage format, because the Allegro game library
2252 cannot handle PCX files with less than 256 colors (contributed
2253 graphics are not affected and might look wrong in the DOS version)
2255 2003-08-16 src/init.c
2256 * fixed bug which (for example) crashed the level editor when defining
2257 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2258 (only set to default) -- invalid graphics now set to default graphic
2260 2003-08-16 src/init.c
2261 * fixed graphical bug of player digging/collecting/snapping element
2262 when no corresponding graphic/animation is defined for this action,
2263 resulting in player being drawn as EL_EMPTY (which should only be
2264 done to elements being collected, but not to the player)
2266 2003-08-16 src/game.c
2267 * fixed small graphical bug of player not totally moving into exit
2269 2003-08-16 src/libgame/setup.c
2270 * fixed bug with wrong MS-DOS 8.3 filename conversion
2272 2003-08-16 src/tools.c
2273 * fixed bug with invisible mouse cursor when pressing ESC while playing
2275 2003-08-16 (various source files)
2276 * added another 128 custom elements (disabled in editor by default)
2278 2003-08-16 src/editor.c
2279 * fixed NULL string bug causing Solaris to crash in sprintf()
2281 2003-08-16 src/screen.c
2282 * fixed drawing over scrollbar on level selection with custom fonts
2284 2003-08-15 src/game.c
2285 * cleanup of simple sounds / loop sounds / music settings
2287 2003-08-08 (various source files)
2288 * added custom element property for dropping collected elements
2290 2003-08-08 src/conf_gfx.c
2291 * fixed bug with missing graphic for active red disk bomb
2293 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2294 * extended variable "level.gravity" to "level.initial_gravity" and
2295 "game.current_gravity" to prevent level setting from being changed
2296 by playing the level (keeping the runtime value after playing)
2298 * fixed graphics bug when digging element that has 'crumbled' graphic
2299 definition, but not 'diggable' graphic definition
2302 * version number set to 3.0.1
2305 * version 3.0.0 released
2308 * various bug fixes; among others:
2309 - fixed bug with pushing spring over empty space
2310 - fixed bug with leaving tube while placing dynamite
2311 - fixed bug with explosion of smashed penguins
2312 - allow Murphy player graphic in levels with non-Supaplex elements
2316 * I have forgotten to document changes for some time
2319 * pre-release version 2.2.0rc1 released
2322 * version number set to 2.1.2
2325 * version 2.1.1 released
2328 * version number set to 2.1.1
2331 * version 2.1.0 released
2334 * version number set to 2.1.0
2336 2002-04-03 to 2002-05-19 (various source files)
2337 * graphics, sounds and music now fully configurable
2338 * bug fixed that prevented walking through tubes when gravity on
2340 2002-04-02 src/events.c, src/editor.c
2341 * Make Escape key less aggressive when playing or when editing level.
2342 This can be configured as an option in the setup menu. (Default is
2343 "less aggressive" which means "ask user if something can be lost"
2344 when pressing the Escape key.)
2346 2002-04-02 src/screen.c
2347 * Added "graphics setup" screen.
2349 2002-04-01 src/screen.c
2350 * Changed "choose level" setup screen stuff to be more generic (to
2351 make it easier to add more "choose from generic tree" setup screens).
2353 2002-04-01 src/config.c, src/timestamp.h
2354 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2355 automatically gets created by "src/Makefile" and contains an actual
2356 compile-time timestamp to identify development versions of the game).
2358 2002-03-31 src/tape.c, src/events.c
2359 * Added quick game/tape save/load functions to tape stuff which can be
2360 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2361 loads previously recorded tape and directly goes into recording mode
2362 from the end of the tape (therefore appending to the tape).
2364 2002-03-31 src/tape.c
2365 * Added "index mark" function to tape recorder. When playing or
2366 recording, "eject" button changes to "index" button. Setting index
2367 mark is not yet implemented, but pressing index button when playing
2368 allows very quick advancing to end of tape (when normal playing),
2369 very fast forward mode (when playing with normal fast forward) or
2370 very fast reaching of "pause before end of tape" (when playing with
2371 "pause before end" playing mode).
2373 2002-03-30 src/cartoons.c
2374 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2376 2002-03-29 src/screen.c
2377 * Changed setup screen stuff to be more generic (to make it easier
2378 to add more setup screens).
2380 2002-03-23 src/main.c, src/main.h
2381 * Various changes due to the introduction of the new libgame files
2382 "setup.c" and "joystick.c".
2384 2002-03-23 src/files.c
2385 * Generic parts of "src/files.c" (mainly setup and level directory
2386 stuff) moved to new libgame file "src/libgame/setup.c".
2388 2002-03-23 src/joystick.c
2389 * File "src/joystick.c" moved to libgame source tree, with
2390 correspondig changes.
2392 2002-03-22 src/screens.c
2393 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2394 (Wrong level series information displayed when entering main group.)
2396 2002-03-22 src/editor.c
2397 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2399 2002-03-22 src/editor.c
2400 * Changed behaviour of "Escape" key in level editor to be more
2401 intuitive: When in "Element Properties" or "Level Info" mode,
2402 return to "Drawing Mode" instead of leaving the level editor.
2404 2002-03-21 src/game.c, src/editor.c, src/files.c
2405 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2406 gems (emeralds, diamonds, ...) slipping down from normal wall,
2407 steel wall and growing wall (as in E.M.C. style levels). Although
2408 the behaviour of contributed and private levels wasn't changed (due
2409 to the use of "level.game_version"; see previous entry), editing
2410 those levels will (of course) change the behaviour accordingly.
2412 This change seems a bit too hard after thinking about it, because
2413 the EM style behaviour is not the "expected" behaviour (gems would
2414 normally only slip down from "rounded" walls). Therefore this was
2415 now changed to an element property for gem style elements, with the
2416 default setting "off" (which means: no special EM style behaviour).
2417 To fix older converted levels, this flag is set to "on" for pre-2.0
2418 levels that are neither contributed nor private levels.
2420 2002-03-20 src/files.h
2421 * Corrected settings for "level.game_version" depending of level type.
2422 (Contributed and private levels always get played with game engine
2423 version they were created with, while converted levels always get
2424 played with the most recent version of the game engine, to let new
2425 corrections of the emulation behaviour take effect.)
2427 2002-03-20 src/main.h
2428 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2429 compiling the SDL version on some systems.
2430 Thanks to the several people who pointed this out.
2433 * Version number set to 2.0.2.
2436 * Version 2.0.1 released.
2438 2002-03-18 src/screens.c
2439 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2441 2002-03-18 src/files.c [src/libgame/misc.c]
2442 * Moved some common functions from src/files.c to src/libgame/misc.c.
2444 2002-03-18 src/files.c [src/libgame/misc.c]
2445 * Changed permissions for new directories and saved files (especially
2446 score files) according to suggestions of Debian users and mantainers.
2447 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2449 2002-03-17 src/files.c
2450 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2451 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2452 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2453 for levels and "TAPE" for tapes). Old "cookie" style format is
2454 still supported for reading. New level and tape files are written
2457 * New IFF chunk "VERS" contains version numbers for file and game
2458 (where "game version" is the version of the program that wrote the
2459 file, and "file version" is a version number to distinguish files
2460 with different format, for example after adding new features).
2462 2002-03-15 src/screen.c
2463 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2464 (Before, you heard a mixture of the in-game music and the
2465 hall-of-fame music.)
2467 2002-03-14 src/events.c
2468 * Function "DumpTape()" (files.c) now available by pressing 't' from
2469 main menu (when in DEBUG mode).
2471 2002-03-14 src/game.c
2472 * "GameWon()": When game was won playing a tape, now there is no delay
2473 raising the score and no corresponding sound is played.
2475 2002-03-14 src/files.c
2476 * Changed "LoadTape()" for real chunk support and also adjusted
2477 "SaveTape()" accordingly.
2479 2002-03-14 src/game.c, src/tape.c, src/files.c
2480 * Important changes to tape format: The old tape format stored all
2481 actions with a real effect with a corresponding delay between the
2482 stored actions. This had some major disadvantages (for example,
2483 push delays had to be ignored, pressing a button for some seconds
2484 mutated to several single button presses because of the non-action
2485 delays between two action frames etc.). The new tape format just
2486 stupidly records all device actions and replays them later. I really
2487 don't know why I haven't solved it that way before?! Old-style tapes
2488 (with tape file version less than 2.0) get converted to the new
2489 format on-the-fly when loading and can therefore still be played;
2490 only some minor parts of the old-style tape handling code was needed.
2491 (A perfect conversion is not possible, because there is information
2492 missing about the device actions between two action frames.)
2494 2002-03-14 src/files.c
2495 * New function "DumpTape()" to dump the contents of the current tape
2496 in a human readable format.
2498 2002-03-14 src/game.c
2499 * Small tape bug fixed: When automatically advancing to next level
2500 after a game was won, the tape from the previous level still was
2501 loaded as a tape for the new level.
2503 2002-03-14 src/tape.c
2504 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2505 tape, cartoons did not get completely removed because
2506 StopAnimation() was not called.
2508 2002-03-13 src/files.c
2509 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2510 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2511 size even when using 16-bit elements). Added new chunk "CNT2" for
2512 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2513 chunk even when content was 16-bit element). "CNT2" should now be
2514 able to store content for arbitrary elements (up to eight blocks of
2515 3 x 3 element arrays). All "CNT2" elements will always be stored as
2516 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2518 2002-03-13 src/files.c
2519 * Changed "LoadLevel()" for real chunk support.
2521 2002-03-12 src/game.c
2522 * Fixed problem (introduced after 2.0.0 release) with penguins
2523 not getting killed by enemies
2525 2002-02-24 src/game.c, src/main.h
2526 * Added "player->is_moving"; now "player->last_move_dir" does
2527 not contain any information if the player is just moving at
2529 Before, "player->last_move_dir" was misused for this purpose
2530 for the robot stuff (robots don't kill players when they are
2531 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2532 broke tapes when walking through pipes!
2533 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2534 in a continuous movement. This fact is ignored for friends and