2 * version 3.2.3 released
5 * fixed malloc/free bug when updating EMC artwork entries in level list
6 * added workaround (warning and request to quit the current game) when
7 changing elements cause endless recursion loop (which would otherwise
8 freeze the game, causing a crash-like program exit on some systems)
11 * fixed nasty string overflow bug when entering too long envelope text
14 * added feedback sounds for menu navigation "menu.item.activating" and
15 "menu.item.selecting" (for highlighting and executing menu entries)
18 * improved "no scrolling when relocating" to also consider scroll delay
19 (meaning that the player is not automatically centered in this case;
20 this makes it possible to "invisibly" relocate the player to a region
21 of the level playfield which looks the same as the old level region)
22 * fixed bug with not recognizing "main.input.name.align" when active
25 * fixed bug with displaying masked borders over title screens when
26 screen fading is disabled
29 * fixed infinite loop / crash bug when killing the player while having
30 a CE with the setting "kill player X when explosion of <player X>"
31 * added special editor graphic for "char_space" to distinguish it from
32 "empty_space" when editing a level (in-game graphics still the same)
35 * fixed nasty bug with initialization only done for the first player
38 * small change to handle loading empty element/content list micro chunks
41 * uploaded pre-release (test) version 3.2.3-0 binary and source code
44 * some optimizations on startup speed by reducing initial text output
47 * added caching of custom artwork information for faster startup times
50 * fixed graphical bug when using fewer menu entries on level selection
51 screen than usual (with "menu.list_size.LEVELS" directive)
52 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
53 the backbuffer to the backbuffer by error (with identical rectangle)
56 * fixed bug when displaying titlescreen with size less than element tile
57 * fixed bug that caused elements with "change when digging <e>" event
58 to change for _every_ digged element, not only those specified in <e>
59 * fixed bug that caused impact style collision when dropping element one
60 tile over the player that can both fall down and smash players
61 * fixed bug that caused impact style collision when element changed to
62 falling/smashing element over the player immediately after movement
65 * fixed bug that allowed making engine snapshots from the level editor
68 * fixed bugs with player name and current level positions on main screen
71 * added configuration directives for control of title screens:
72 - "title.fade_delay" for fading time
73 - "title.post_delay" for pause between screens (when not crossfading)
74 - "title.auto_delay" to automatically continue after some time
75 these settings can each be overridden by specifying them with titles:
76 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
77 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
78 fading mode can also be specified:
79 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
80 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
81 default is using normal fading for menues and initial title screens,
82 while using cross-fading for level set title screens
83 * fixed bug with background not drawn in Hall of Fame after game was won
86 * added configuration directives for the remaining main menu items
89 * added additional configuration directives for info screen draw offset:
90 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
91 * added additional configuration directives for preview info text
92 * limited mouse wheel sensitive screen area to scrollable screen area
95 * added highlighted menu text entries to menu navigation when selected
98 * fixed bug that prevented player from correctly being created in the
99 top left corner by a custom element change in a level without player
100 * fixed bug that prevented player from being killed when indestructible,
101 non-walkable element is placed on player position by extended change
102 * added configurable menu button, text and input positions to main menu
105 * added page fading effects for remaining info sub-screens
106 * fixed small bug that caused some delays when answering door request
109 * added directives "border.draw_masked.*" for menu/playfield area and
110 door areas to display overlapping/masked borders from "global.border"
113 * fixed bug with CE with move speed "not moving" not being animated
114 * when changing player artwork by CE action, reset animation frame
117 * fixed bug with not unmapping main menu screen gadgets on other screens
118 * fixed bug with un-pausing a paused game by releasing still pressed key
119 * fixed bug with not redrawing screen when toggling to/from fullscreen
120 mode while fast reloading tape (without redrawing playfield contents)
121 * fixed bug with quick-saving tape snapshot despite answering with "no"
124 * version number set to 3.2.3
127 * version 3.2.2 released
130 * fixed bug with redrawing screen in fullscreen mode after quick tape
131 reloading when using the EMC game engine
132 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
135 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
138 * added engine snapshot functionality for instant tape reloading (this
139 only works for the last tape saved using "quick save", and does not
140 work across program restarts, because it completely works in memory)
143 * version number set to 3.2.2
146 * version 3.2.1 released
149 * fixed nasty bugs with handling error message file on Mac OS X systems
152 * general code cleanup (removing many annoying "#if 0" blocks etc.)
155 * fixed bug that caused broken tapes when manually appending to tapes
156 using the "pause before death" functionality, followed by recording
157 * added setup option to disable fading of screens for faster testing
160 * code cleanup of new fading functions
163 * changed behaviour after solved game -- do not immediately stop engine
164 * added some more smooth screen fadings (game start, hall of fame etc.)
167 * fixed bug with displaying pushed CE with value/score/delay anim_mode
170 * added configurable level preview position, tile size and dimensions
171 * added configurable game panel value positions (gems, time, score etc.)
174 * fixed small bug with time displayed incorrectly when collecting CEs
177 * fixed bug with bumpy scrolling with EM engine in double player mode
180 * added compatibility code to fix "Snake Bite" style levels that were
181 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
184 * fixed bug with scrollbars inside editor when using the Windows mouse
185 enhancement tool "True X-Mouse" (which injects key events to the event
186 queue to insert selected stuff into the Windows clipboard, which gets
187 confused with the "Insert" key for jumping to the last editor cascade
188 block in the element list)
189 * added Rocks'n'Diamonds icon for use as window icon to SDL version
190 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
193 * added selection of preferred fullscreen mode to setup / graphics menu
194 (useful if default mode 800 x 600 does not match screen aspect ratio)
197 * improved down-scaling of images for better editor and preview graphics
198 * changed user data directory for Mac OS X from Unix style to new place
201 * improved level number selection in main menu and player selection in
202 setup menu (input devices section) by using standard button gadgets
203 * added support for mouse scroll wheel (caused buggy behaviour before)
204 * added support for scrolling horizontal scrollbars with mouse wheel by
205 holding "Shift" key pressed while scrolling the wheel
206 * added support for single step mouse wheel scrolling by holding "Alt"
207 key pressed while scrolling the wheel (can be combined with "Shift")
208 * changed output file "stderr.txt" on Windows platform now always to be
209 created in the R'n'D sub-directory of the personal documents directory
210 * added Windows message box to direct to "stderr.txt" after error aborts
213 * improved general scrollbar handling (when jump-scrolling scrollbars)
216 * changed scrollbars to always show last line as first after scrolling
217 (that means jumping n - 1 screen lines instead of n screen lines)
220 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
221 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
222 * fixed special handling of vertically stacked acid becoming fake acid
225 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
226 affect multiple instances of the same CE, although this kind of
227 change condition usually only affects one single custom element
230 * version number set to 3.2.1
233 * version 3.2.0 released
236 * reorganized level editor element list a bit to match engines better
239 * fixed newly introduced bug with wrongly initializing clipboard element
242 * fixed bug with displaying visible/invisible level border in editor
245 * reorganized some elements in the level editor element list
248 * fixed bug with displaying any player as "yellow" when moving into acid
249 * fixed bug with displaying running player when player stopped at border
252 * fixed bug with player exploding when moving into acid
253 * fixed bug with level settings being reset in editor and when playing
254 (some compatibility settings being set not only after level loading)
255 * fixed crash bug when number of custom graphic frames was set to zero
256 * fixed bug with teleporting player on walkable tile not working anymore
257 * added partial compatibility support for pre-release-only "CONF" chunk
258 (to make Alan Bond's "color cycle" demo work again :-) )
261 * fixed some bugs when displaying title screens from info screen menu
262 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
265 * changed file major version to 3 to reflect level file format changes
266 * uploaded pre-release (test) version 3.2.0-8 binary and source code
269 * added new chunk "NAME" to level file format for level name settings
270 * added new chunk "NOTE" to level file format for envelope settings
271 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
272 * updated magic(5) file to recognize changed and new level file chunks
273 * removed change events "change when CE value/score changes" as unneeded
276 * changed gravity (which only affects the player) from level property
277 to player property (only makes a difference in multi-player levels)
278 * added change events "change when CE value/score changes"
279 * added change events "change when CE value/score changes of <element>"
282 * added new chunk "INFO" to level file format for global level settings
283 * added all element settings from "HEAD" chunk to "CONF" chunk
284 * added all global level settings from "HEAD" chunk to "INFO" chunk
287 * changed level file format by adding two new chunks "CUSX" (for custom
288 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
289 elements, replacing the previous "GRP1" chunk); these new IFF style
290 chunks use the new and flexible "micro chunks inside chunks" technique
291 already used with the new "CONF" chunk (for normal element properties)
292 which makes it possible to easily extend the existing level format
293 (instead of using fixed-length chunks like before, which are either
294 too big due to reserved bytes for future use, or too small when those
295 reserved bytes have all been used and even more data should be stored,
296 requiring the replacement by new and larger chunks just like it went
297 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
300 * added credits pages to the "credits" section that were really missing
301 * added some missing element descriptions to the level editor
302 * added down position of switchgate switch to the level editor
303 and allowed the use of both switch positions at the same time
304 * changed use of "Insert" and "Delete" keys to navigate element list in
305 level editor to start of previous or next cascading block of elements
308 * added the possibility to view the title screen to the info screen menu
309 * fixed some minor bugs with viewing title screens
312 * fixed bug with title (cross)fading in/out when using fullscreen mode
315 * fixed bug that forced re-defining of menu settings in local graphics
316 config file which are already defined in existing base config file
317 * fixed small bug that caused door sounds playing when music is enabled
320 * added the possibility to define up to five title screens for each
321 level set that are displayed after loading using (cross)fading in/out
322 (this was added to display the various start images of the EMC sets)
325 * added "CE score gets zero [of]" to custom element trigger conditions
326 * added setup option to display element token name in level editor
329 * added compatibility code for Juergen Bonhagen's menu artwork settings
332 * fixed bug with displaying wrong animation frame 0 after CE changes
333 * fixed bug with creating invisible elements when light switch is on
336 * added selection between ECS and AGA graphics for EMC levels to setup
339 * adjusted font handling for various narrow EMC style fonts
342 * changed EM engine behaviour back to re-allow initial rolling springs
345 * fixed handling of over-large selectboxes (less error-prone now)
346 * fixed bug when creating GE with walkable element under the player
349 * added use of "Insert" and "Delete" keys to navigate element list in
350 level editor to start of custom elements or start of group elements
351 * added virtual elements to access CE value and CE score of elements:
352 - "CE value of triggering element"
353 - "CE score of triggering element"
354 - "CE value of current element"
355 - "CE score of current element"
358 * fixed "grass" to "sand" in older EM levels (up to file version V4)
361 * changed behaviour of network games with internal errors (because of
362 different client frame counters) from immediately terminating R'n'D
363 to displaying an error message requester and stopping only the game
364 (also to prevent impression of crashes under non command-line runs)
365 * fixed playing network games with the EMC engine (did not work before)
366 * fixed bug with not scrolling the screen in multi-player mode with the
367 focus on player 1 when all players are moving in different directions
368 * fixed bug with keeping pointer to gadget even after its deallocation
369 * fixed bug with allowing "focus on all players" in network games
370 * fixed bug with player focus when playing tapes from network games
373 * uploaded pre-release (test) version 3.2.0-7 binary and source code
376 * code cleanup for game action control for R'n'D and EMC game engine
379 * fixed bug in multi-player movement with focus on both players
380 * added option to control only the focussed player with all input
383 * added player focus switching to level tape recording and re-playing
386 * fixed some bugs in player focus switching in EMC and RND game engine
389 * added special Supaplex animations for Murphy digging and snapping
390 * added special Supaplex animations for Murphy being bored and sleeping
393 * added four new yam yams with explicit start direction for EMC engine
394 * fixed bug in src/libgame/text.c with printing text outside the window
397 * fixed small bug in EMC level loader (copyright sign in EM II levels)
400 * added delayed ignition of EM style dynamite when used in R'n'D engine
401 * added limited movement range to EMC engine when focus on all players
404 * fixed bug with missing (zero) score values for native Supaplex levels
407 * added "continuous snapping" (snapping many elements while holding the
408 snap key pressed, without releasing the snap key after each element)
409 as a new player setting for more compatibility with the classic games
412 * finished scrolling for "focus on all players" in EMC graphics engine
415 * level sets with "levels: 0" are ignored for levels, but not artwork
416 * fixed bug when scanning empty level group directories (endless loop)
419 * fixed bug with explosion graphic for player using "Murphy" graphic
420 * fixed bug with explosion graphic if player leaves explosion in time
421 * changed some descriptive text in setup menu to use medium-width font
422 * added key shortcut settings for switching player focus to setup menu
425 * fixed bug with random value initialization when recording tapes
426 * fixed bug with playing single player tapes when team mode activated
429 * fixed little bug when trying to switch to player that does not exist
432 * added player switching (visual and quick) to R'n'D and EM game engine
433 * added setup option to select visual or quick in-game player switching
436 * added use of "Home" and "End" keys to handle element list in editor
439 * fixed bug with adding score when playing tape with EMC game engine
440 * added steel wall border for levels using EMC engine without border
441 * finally fixed delayed scrolling in EMC engine also for small levels
444 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
447 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
448 * fixed bug when displaying info element without action, but direction
451 * fixed minor graphical problems with springs smashing and slurping
452 (when using R'n'D style graphics instead of EMC style graphics)
455 * added scroll delay (as configured in setup) to EMC graphics engine
458 * improved screen redraw for EMC graphics engine (faster and smoother)
459 * when not scrolling, do not redraw the whole playfield if not needed
462 * added multi-player mode for EMC game engine (with up to four players)
465 * added android (can clone elements) from EMC engine to R'n'D engine
468 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
471 * added selectbox for initial player speed to player settings in editor
474 * version 3.1.2 created that is basically version 3.1.1, but with a
475 major bug fixed that prevented editing your own private levels
476 * version 3.1.2 released
479 * added magic ball (creates elements) from EMC engine to R'n'D engine
482 * uploaded fixed pre-release version 3.2.0-6 binary and source code
485 * fixed bug when using "CE can leave behind <trigger element>"
486 * added new change condition "(after/when) creation of <element>"
487 * added new change condition "(after/when) digging <element>"
488 * fixed bug accessing invalid gadget that caused crashes under Windows
489 * deactivated new possibility for multiple CE changes per frame
492 * uploaded pre-release (test) version 3.2.0-6 binary and source code
495 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
496 * fixed bug with not keeping CE value for moving CEs with only action
497 * changed CE action selectboxes in editor to be only reset when needed
500 * added option "use artwork from element" for custom player artwork
501 * added option "use explosion from element" for player explosions
504 * added cascaded element lists in the level editor
505 * added persistence for cascaded element lists by "editorcascade.conf"
506 * added dynamic element list with all elements used in current level
507 * added possibility for multiple CE changes per frame (experimental)
510 * uploaded pre-release (test) version 3.2.0-5 binary and source code
513 * changed "score for each 10 seconds/steps left" to "1 second/step"
514 * added own score for collecting "extra time" instead of sharing it
515 * added change events "switched by player" and "player switches <e>"
516 * added change events "snapped by player" and "player snaps <e>"
517 * added "set player artwork: <element choice>" to CE action options
518 * added change event "move of <element>"
521 * added "set player shield: off / normal / deadly" to CE action options
522 * added new player option "use level start element" in level editor
523 to set the correct focus at level start to elements from which the
524 player is created later (this did not work before for cascaded CE
525 changes resulting in creation of the player; it is now also possible
526 to create the player from a yam yam which is smashed at level start)
529 * added "set player speed: frozen (not moving)" to CE action options
530 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
533 * added new player option "block snap field" (enabled by default) to
534 make it possible to show a snapping animation like in Emerald Mine
537 * added dynamic selectboxes to custom element action settings in editor
538 * added "CE value" counter for custom elements (instead of "CE count")
539 * added option to use the last "CE value" after custom element change
540 * added option to use the "CE value" of other elements in CE actions
541 * fixed odd behaviour when pressing time orb in levels w/o time limit
542 * added checkbox "use time orb bug" for older levels that use this bug
545 * added missing configuration settings for the following elements:
546 - EL_TIMEGATE_SWITCH (time of open time gate)
547 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
548 - EL_SHIELD_NORMAL (time of shield duration)
549 - EL_SHIELD_DEADLY (time of shield duration)
550 - EL_EXTRA_TIME (time added to level time)
551 - EL_TIME_ORB_FULL (time added to level time)
554 * added "wind direction" as a movement pattern for custom elements
555 * added initial wind direction for balloon / custom elements to editor
556 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
559 * added parameters for "game of life" and "biomaze" elements to editor
562 * added level file chunk "CONF" for generic level and element settings
565 * uploaded pre-release (test) version 3.2.0-4 binary and source code
568 * skip empty level sets (with "levels: 0"; may be artwork base sets)
569 * added sound action ".page[1]" to ".page[32]" for each CE change page
572 * added image config suffix ".clone_from" to copy whole image settings
573 * fixed bug with invalid ("undefined") CE settings in old level files
576 * fixed graphical bug with smashing elements falling faster than player
579 * fixed major bug which prevented private levels from being edited
580 * fixed bug with precedence of general and special font definitions
583 * fixed graphical bug with player animation when player moves slowly
586 * uploaded pre-release (test) version 3.2.0-3 binary and source code
589 * fixed bug which prevented "global.num_toons: 0" from working
592 * major code cleanup (removed all these annoying "#if 0" blocks)
595 * added custom element actions for CE change page in level editor
598 * fixed music initialization bug in init.c (thanks to David Binderman)
599 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
600 (this bug must probably be fixed at other places, too)
603 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
604 (should be '#include <SDL.h>' instead)
607 * fixed bug which prevented "walkable from no direction" from working
608 (due to compatibility code overwriting this setting after loading)
611 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
614 * version number temporarily set to 3.1.1 (intermediate bugfix release)
615 * version 3.1.1 released
618 * changed some va_arg() arguments from 'long' to 'int', fixing problems
619 on 64-bit architecture systems with LP64 data model
622 * fixed bug with bombs not exploding when hitting the last level line
623 (introduced after the release of 3.1.0)
626 * added support for dumping small-sized level sketches from editor
629 * added recognition of "trigger element" for "change digged element to"
630 (this is not really what the "trigger element" was made for, but its
631 use may seem obvious for leaving back digged elements unchanged)
634 * fixed multiple warnings about failed joystick device initialization
637 * fixed bug with dynamite dropped on top of just dropped custom element
638 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
639 dynamite can still be dropped, but drop key must be released before
642 * fixed bug with wrong start directory when started from file browser
643 (due to this bug, R'n'D could not be started from KDE's Konqueror)
646 * fixed bug causing "change when impact" on player not working
647 * fixed wrong priority of "hitting something" over "hitting <element>"
648 * fixed wrong priority of "hit by something" over "hit by <element>"
651 * fixed graphical bug which caused the player (being Murphy) to show
652 collecting animations although the element was collected by penguin
655 * fixed two bugs causing wrong door background graphics in system.c
656 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
659 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
660 * added "no direction" to "walkable/passable from" selectbox options
663 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
664 * in tape autoplay, not only report broken, but also missing tapes
667 * uploaded pre-release (test) version 3.2.0-2 binary and source code
670 * fixed small bug with "linear" animation not working for active lamp
673 * fixed bug with moving up despite gravity due to "block last field"
674 * fixed small bug with wrong draw offset when typing name in main menu
675 * when reading user names from "passwd", ignore data after first comma
676 * when creating new "levelinfo.conf", only write some selected entries
679 * fixed displaying "imported from/by" on preview with empty string
680 * fixed ignoring draw offset for fonts used for level preview texts
683 * fixed a delay problem with SDL and too many mouse motion events
684 * added setup option "skip levels" and level skipping functionality
687 * added move speed "not moving" for non-moving CEs, but with direction
690 * fixed mapping of obsolete element token names in "editorsetup.conf"
691 * fixed bug with sound "acid.splashing" treated as a loop sound
692 * fixed some little sound bugs in native EM engine
695 * fixed small bug when dragging scrollbars to end positions
698 * added editor element descriptions written by Aaron Davidson
701 * improved fallback handling when configured artwork is not available
702 (now using default artwork instead of exiting when files not found)
705 * fixed bug on level selection screen when dragging scrollbar
708 * fixed bug which caused broken tapes when appending to EM engine tapes
711 * uploaded pre-release (test) version 3.2.0-1 binary and source code
714 * added code to replace changed artwork config tokens with other tokens
715 (needed for backwards compatibility, so that older tokens still work)
718 * added native R'n'D graphics for some new EMC elements in EM engine
721 * fixed some bugs in the EM engine integration code
722 * changed EM engine code to allow diagonal movement
723 * changed EM engine code to allow use of separate snap and drop keys
726 * fixed some redraw bugs when using EM engine
729 * fixed bug with not converting RND levels which are set to use native
730 engine to native level structure when loading
733 * uploaded pre-release (test) version 3.2.0-0 binary and source code
736 * version number set to 3.2.0
739 * level data now reset to defaults after attempt to load invalid file
742 * added use of "editorsetup.conf" for different level sets
745 * added auto-detection for various types of Emerald Mine level files
748 * fixed bug with scrollbars getting too small when list is very large
751 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
754 * added most level editor configuration gadgets for new EMC elements
757 * added more element and graphic definitions for new EMC elements
760 * modified native EM engine to use integrated R'n'D sound system
763 * added SDL support to graphics functions in native EM engine
764 (by always using generic libgame interface functions)
767 * fixed bug in frame synchronization in native EM engine
770 * added code to convert levels between R'n'D and native EM engine
773 * new Emerald Mine engine can now play levels selected in main menu
776 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
777 (which creates scaled down graphics for level editor and preview);
778 there's still a memory leak somewhere in the artwork handling code
779 * added "scale image up" functionality to X11 version of zoom function
782 * first attempts to integrate new, native Emerald Mine Club engine
785 * fixed bug in gadget code which caused reset of CEs in level editor
786 (example: pressing 'b' [grab brush] on CE config page erased values)
787 (solution: check if gadgets in ClickOnGadget() are really mapped)
788 * improved level change detection in editor (settings now also checked)
789 * fixed bug with "can move into acid" and "don't collide with" state
792 * fixed maze runner style CEs to use the configured move delay value
795 * added Aaron Davidson's tutorial level set to the "Tutorials" section
798 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
799 * fixed the above fix because it broke level set "machine" (*sigh*)
800 * fixed random element placement in level editor to work as expected
801 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
804 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
807 * fixed bug (missing array boundary check) which caused broken tapes
808 * fixed bug (when loading level template) which caused broken levels
809 * fixed bug with new block last field code when using non-yellow player
812 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
813 * internal change of how the player blocks the last field when moving
814 * fixed blocking delay of last field for EM and SP style block delay
815 * fixed bug where the player had to wait for the usual move delay after
816 unsuccessfully trying to move, when he directly could move after that
817 * the last two changes should make original Supaplex level 93 solvable
818 * improved use of random number generator to make it less predictable
819 * fixed behaviour of slippery SP elements to let slip left, then right
822 * fixed bug with wrong door state after trying to quickload empty tape
823 * fixed waste of static memory usage of the binary, making it smaller
824 * fixed very little graphical bug in Supaplex explosion
827 * version number set to 3.1.1
830 * version 3.1.0 released
833 * fixed bug with crash when writing user levelinfo.conf the first time
836 * added option "convert LEVELDIR [NR]" to command line batch commands
837 * re-converted Supaplex levels to apply latest engine fixes
838 * changed "use graphic/sound of element" to "use graphic of element"
839 due to compatibility problems with some levels ("bug machine" etc.)
842 * fixed bug with CE change replacing player with same or other player
845 * fixed bug with opaque font in envelope with background graphic when
846 background graphic is not transparent itself
849 * added "gravity on" and "gravity off" ports for Supaplex compatibility
850 * corrected original Supaplex level loading code to use these new ports
851 * also corrected Supaplex loader to auto-count infotrons if set to zero
854 * fixed bug with missing initialization of "modified" flag for GEs
857 * fixed bug that caused endless recursion loop when relocating player
858 * fixed tape recorder bug in "step mode" when using "pause before end"
859 * fixed tape recorder bug when changing from "warp forward" mode
862 * fixed bug with "when touching" for pushed elements at last position
865 * fixed bug that caused two activated toolbox buttons in level editor
866 * fixed bug with exploding dynabomb under player due to other explosion
869 * fixed bug with creating walkable custom element under player (again)
870 * fixed bug with not copying explosion type when copying CEs in editor
871 * fixed graphical bug when drawing player in setup menu (input devices)
872 * fixed graphical bug when the player is pushing an accessible element
873 * fixed bug with classic switchable elements triggering CE changes
874 * fixed bug with entering/leaving walkable element in RelocatePlayer()
875 * fixed crash bug when CE leaves behind the trigger player element
878 * fixed bug with broken tubes after placing/exploding dynamite in them
879 * fixed bug with exploding dynamite under player due to other explosion
880 * fixed bug with not resetting push delay under certain circumstances
883 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
884 * added network multiplayer code for Windows (thanks to Niko Böhm)
887 * added option "reachable despite gravity" for gravity movement
888 * changed gravity movement of most classic walkable and passable
889 elements back to "not reachable" (for compatibility reasons)
892 * fixed (removed) "indestructible" / "can explode" dependency in editor
893 * fixed (removed) "accessible inside" / "protected" dependency
894 * fixed (removed) "step mode" / "shield time" dependency
897 * fixed dynabombs exploding now into anything diggable
898 * fixed Supaplex style gravity movement into buggy base now impossible
899 * added pressing key "space" as valid action to select menu options
902 * added "replace when walkable" to relocate player to walkable element
903 * added "enter"/"leave" event for elements affected by relocation
904 * fixed "direct"/"indirect" change order also for "when change" event
905 * fixed graphical bug when pushing things from elements walkable inside
908 * fixed graphic bug when player is snapping while moving in old levels
909 * fixed bug when a moving custom element leaves a player element behind
910 * fixed bug with mole not disappearing when moving into acid pool
911 * fixed bug with incomplete path setting when using "--basepath" option
912 * moving CE can now leave walkable elements behind under the player
913 * when relocating, player can be set on walkable element now
914 * fixed another gravity movement bug
917 * uploaded pre-release (test) version 3.1.0-2 binary and source code
920 * added "collectible" and "removable" to extended replacement types
921 (where "removable" replaces "diggable" and "collectible" elements)
922 * added "collectible & throwable" (to throw element to the next field)
923 * fixed bug with CEs digging elements that are just about to explode
924 * changed mouse cursor now always being visible when game is paused
927 * added possibility to push/press accessible elements from a side that
929 * fixed bug with not setting actual date when appending to tape
932 * fixed bug with incorrectly initialized custom element editor graphics
935 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
936 - number of levels corrected from 18 to 17 in "levelinfo.conf"
939 * fixed bug with destroyed robot wheel still attracting robots forever
940 * fixed bug with time gate switch deactivating after robot wheel time
941 (while the time gate itself is not affected by this misbehaviour)
942 * changed behaviour of BD style amoeba to always get blocked by player
943 (before it was different when there were non-BD elements in level)
944 * fixed bug with player destroying indestructable elements with shield
947 * added option to make growing elements grow into anything diggable
948 (for the various amoeba types, biomaze and "game of life")
951 * fixed bug with movable elements not moving after left behind by CEs
952 * changed gravity movement to anything diggable, not only sand/base
953 * optionally allowing passing to walkable element, not only empty space
954 * added option "can pass to walkable element" for players
955 * finally fixed gravity movement (hopefully)
958 * fixed bug with movable elements not moving anymore after falling down
961 * fixed another bug with custom elements digging and leaving elements
962 * fixed bug with "along left/right side" and automatic start direction
963 * trigger elements now also displayed when "more custom" deactivated
964 * fixed bug with clipboard element initialized when loading new level
965 * added option "drop delay" to set delay before dropping next element
968 * uploaded pre-release (test) version 3.1.0-1 binary and source code
971 * added copy and paste functions for custom change pages
972 * enhanced graphical display and functionality of tape recorder
973 * fixed bug with custom elements digging and leaving elements
976 * added move speed faster than "very fast" for custom elements
977 * fixed bug with 3+3 style explosions and missing border content
978 * fixed little bug when copying custom elements in the editor
979 * enhanced custom element changes by more side trigger actions
982 * added option "no scrolling when relocating" for instant teleporting
983 * uploaded pre-release (test) version 3.1.0-0 binary and source code
986 * added trigger element and trigger player to use as target elements
987 * added copy and paste functions for custom and group elements
990 * fixed graphical bug when displaying explosion animations
991 * fixed bug when appending to tapes, resulting in broken tapes
992 * re-recorded a few tapes broken by fixing gravity checking bug
995 * "can move into acid" property now for all elements independently
996 * "can fall into acid" property for player stored in same bitfield now
997 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
998 * version number set to 3.1.0 (finally!)
1001 * changed tape recording to only record input, not programmed actions
1004 * fixed totally broken (every 8th frame skipped) step-by-step recording
1005 * fixed bug with requester not displayed when quick-loading interrupted
1006 * added option "can fall into acid (with gravity)" for players
1007 * fixed bug with player not falling when snapping down with gravity
1010 * fixed bug which messed up key config when using keypad number keys
1013 * fixed bug which allowed moving upwards even when gravity was active
1014 * fixed bug with missing error handling when dumping levels or tapes
1017 * added different colored editor graphics for Supaplex gravity tubes
1020 * fixed bug that allowed solvable tapes for unsolvable levels
1023 * use unlimited number of droppable elements when "count" set to zero
1024 * added option to use step limit instead of time limit for level
1027 * added player and change page as trigger for custom element change
1030 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1033 * fixed bug with dark yamyam changing to acid when moving over acid
1034 * fixed handling of levels with more than 999 seconds level time
1035 (example: level 76 of "Denmine")
1038 * "spring push bug" reintroduced as configurable element property
1039 * fixed bug with missing properties for "mole"
1040 * fixed bug that showed up when fixing the above "mole" properties bug
1041 * added option "can move into acid" for all movable elements
1042 * fixed graphical bug for elements moving into acid
1043 * changed event handling to handle all pending events before going on
1046 * fixed bug which caused all CE change pages to be ignored which had
1047 the same change event, but used a different element side
1048 (reported by Simon Forsberg)
1050 * fixed bug which caused elements that can move and fall and that are
1051 transported by a conveyor belt to continue moving into that direction
1052 after leaving the conveyor belt, regardless of their own movement
1053 type; only elements which can not move are transported now
1054 (reported by Simon Forsberg)
1056 * fixed bug which could cause an array overflow in RelocatePlayer()
1057 (reported by Niko Böhm)
1059 * changed Emerald Mine style "passable / over" elements to "protected"
1060 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1062 * added new option to select from which side a "walkable/passable"
1063 element can be entered
1066 * added explosion and ignition delay for elements that can explode
1069 * fixed bug which caused player not being protected against enemies
1070 when a CE was "walkable / inside" and was not "indestructible"
1071 * added "walkable/passable" fields to be "protected/unprotected"
1072 against enemies, even if not accessible "inside" but "over/under"
1075 * corrected move pattern to 32 bit and initial move direction to 8 bit
1078 * added second custom element base configuration page
1081 * added some special EMC mappings to Emerald Mine level loader
1082 (also covering previously unknown element in level 0 of "Bondmine 8")
1085 * added option to block last field when player is moving (for Supaplex)
1086 * adjusted push delay of Supaplex elements
1087 * removed delays for envelopes etc. when replaying with maximum speed
1088 * fixed bug when dropping element on a field that just changed to empty
1091 * fixed bug: infotrons can now smash yellow disks
1092 * fixed bug: when gravity active, port above player can now be entered
1093 * removed "one white dot" mouse pointer which irritated some people
1096 * added "choice type" for group element selection
1099 * fixed bug with initial invulnerability of non-yellow player
1102 * added level loader for loading native Supaplex packed levels
1103 (including multi-part levels like the "splvls99" levels)
1106 * fixed bug which allowed creating emeralds by escaping explosions
1109 * custom elements can change (limited) or leave (unlimited) elements
1110 * finally added multiple matches using group elements
1111 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1114 * added new start movement type "previous" for continued CE movement
1115 * added new start movement type "random" for random CE movement start
1118 * added new element "sokoban_field_player" needed for Sokoban levels
1119 (thanks to Ed Booker for pointing this out!)
1122 * added elements that can be digged or left behind by custom elements
1125 * added group elements for multiple matches and random element creation
1128 * fixed some graphical errors displayed in old levels
1131 * fixed wrong double speed movement after passing closing gates
1134 * added level loader for loading native Emerald Mine levels
1137 * changes for "shooting" style CE movement
1140 * Happy New Year! ;-)
1143 * changed default snap/drop keys from left/right Shift to Control keys
1146 * fixed bug with dead player getting reanimated from custom element
1149 * fixed bug with wrong penguin graphics (when entering exit)
1152 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1155 * version number set to 3.0.9
1158 * version 3.0.8 released
1161 * added function checked_free()
1164 * fixed bug with double nut cracking sound
1165 (by eliminating "default element action sound" assignment in init.c)
1168 * fixed crash when no music info files are available
1171 * fixed boring and sleeping sounds
1174 * added "maze runner" and "maze hunter" movement types
1175 * added extended collision conditions for custom elements
1178 * added warnings for undefined token values in artwork config files
1181 * added menu entry for level set information to the info screen
1184 * fixed bug with wrong default impact sound for colored emeralds
1187 * added several sub-screens for the info screen
1188 * menu text now also clickable (not only blue/red sphere left of it)
1191 * added configurable "bored" and "sleeping" animations for the player
1192 * added "awakening" sound for player when waking up after sleeping
1195 * added "copy" and "exchange" functions for custom elements to editor
1198 * added configurable element animations for info screen
1201 * added configurable music credits for info screen
1204 * finally fixed tape recording when player is created from CE change
1207 * added "editorsetup.conf" for editor element list configuration
1210 * added "musicinfo.conf" for menu and level music configuration
1213 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1214 (that only showed up on Linux, but not on Windows systems)
1217 * fixed turning movement of butterflies and fireflies (no frame reset)
1218 * enhanced sniksnak turning movement (two steps instead of only one)
1221 * version number set to 3.0.8
1224 * version 3.0.7 released
1227 * fixed reset of player animation frame when, for example,
1228 walking, digging or collecting share the same animation
1229 * fixed CE with "deadly when touching" exploding when touching amoeba
1232 * fixed tape recording when player is created from CE element change
1235 * introduced "turning..." action graphic for elements with move delay
1236 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1237 * added turning animations for bug, spaceship and sniksnak
1240 * prevent "extended" changed elements from delay change in same frame
1243 * fixed bug when pushing element that can move away to the side
1244 (like pushing falling elements, but now with moving elements)
1247 * finally fixed serious bug in code for delayed element pushing (again)
1250 * unavailable setup options now marked as "n/a" instead of "off"
1251 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1252 to "true", levels are always played with the latest game engine,
1253 which is desired for levels that are imported from other games; all
1254 other levels are played with the engine version stored in level file
1255 (which is normally the engine version the level was created with)
1258 * fixed serious bug in code for delayed element pushing
1259 * fixed little bug in animation frame selection for pushed elements
1260 * speed-up of reading config file for verbose output
1263 * added configuration option for opening and closing Supaplex exit
1264 * added configuration option for moving up/down animation for Murphy
1265 * fixed incorrectly displayed animation for attacking dragon
1266 * fixed bug with not setting initial gravity for each new game
1267 * fixed bug with teleportation of player by custom element change
1268 * fixed bug with player not getting smashed by rock sometimes
1271 * version number set to 3.0.7
1274 * version 3.0.6 released
1277 * added support for MP3 music for SDL version through SMPEG library
1280 * fixed bug when initializing font graphic structure
1281 * fixed bug with animation mode "pingpong" when using only 1 frame
1282 * fixed bug with extended change target introduced in 3.0.5
1283 * fixed bug where passing over moving element doubles player speed
1284 * fixed bug with elements continuing to move into push direction
1285 * fixed bug with duplicated player when dropping bomb with shield on
1286 * added "switching" event for custom elements ("pressing" only once)
1287 * fixed switching bug (resetting flag when not switching but not idle)
1290 * fixed element tokens for certain file elements with ".active" etc.
1293 * version number set to 3.0.6
1296 * version 3.0.5 released
1299 * now four envelope elements available
1300 * font, background, animation and sound for envelope now configurable
1301 * main menu doors opening/closing animation type now configurable
1304 * active/inactive sides configurable for custom element changes
1305 * new movement type "move when pushed" available for custom elements
1308 * fixed bug in multiple config pages loader code that caused crashes
1311 * enhanced (remaining low-resolution) Supaplex graphics
1314 * version number set to 3.0.5
1317 * version 3.0.4 released
1319 2003-09-12 src/tools.c
1320 * fixed bug in custom definition of crumbled element graphics
1322 2003-09-11 src/files.c
1323 * fixed bug in multiple config pages code that caused crashes
1326 * version number set to 3.0.4
1329 * version 3.0.3 released
1332 * added music to Supaplex classic level set
1334 2003-09-07 src/libgame/misc.c
1335 * added support for loading various music formats through SDL_mixer
1337 2003-09-06 (various source files)
1338 * fixed several nasty bugs that may have caused crashes on some systems
1339 * added envelope content which gets displayed when collecting envelope
1340 * added multiple change event pages for custom elements
1342 2003-08-24 src/game.c
1343 * fixed problem with player animation when snapping and moving
1345 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1346 * fixed problem with flickering when drawing toon animations
1348 2003-08-23 src/libgame/sdl.c
1349 * fixed problem with setting mouse cursor in SDL version in fullscreen
1351 2003-08-23 src/game.c
1352 * fixed bug (missing array boundary check) which could crash the game
1355 * version number set to 3.0.3
1358 * version 3.0.2 released
1360 2003-08-21 src/game.c
1361 * fixed bug with creating inaccessible elements at player position
1363 2003-08-20 src/init.c
1364 * fixed bug with not finding current level artwork directory
1366 2003-08-20 src/files.c
1367 * fixed bug with choosing wrong engine version when playing tapes
1368 * fixed bug with messing up custom element properties in 3.0.0 levels
1371 * version number set to 3.0.2
1374 * version 3.0.1 released
1376 2003-08-17 (no source files affected)
1377 * changed all "classic" PCX image files with 16 colors or less to
1378 256 color (8 bit) storage format, because the Allegro game library
1379 cannot handle PCX files with less than 256 colors (contributed
1380 graphics are not affected and might look wrong in the DOS version)
1382 2003-08-16 src/init.c
1383 * fixed bug which (for example) crashed the level editor when defining
1384 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1385 (only set to default) -- invalid graphics now set to default graphic
1387 2003-08-16 src/init.c
1388 * fixed graphical bug of player digging/collecting/snapping element
1389 when no corresponding graphic/animation is defined for this action,
1390 resulting in player being drawn as EL_EMPTY (which should only be
1391 done to elements being collected, but not to the player)
1393 2003-08-16 src/game.c
1394 * fixed small graphical bug of player not totally moving into exit
1396 2003-08-16 src/libgame/setup.c
1397 * fixed bug with wrong MS-DOS 8.3 filename conversion
1399 2003-08-16 src/tools.c
1400 * fixed bug with invisible mouse cursor when pressing ESC while playing
1402 2003-08-16 (various source files)
1403 * added another 128 custom elements (disabled in editor by default)
1405 2003-08-16 src/editor.c
1406 * fixed NULL string bug causing Solaris to crash in sprintf()
1408 2003-08-16 src/screen.c
1409 * fixed drawing over scrollbar on level selection with custom fonts
1411 2003-08-15 src/game.c
1412 * cleanup of simple sounds / loop sounds / music settings
1414 2003-08-08 (various source files)
1415 * added custom element property for dropping collected elements
1417 2003-08-08 src/conf_gfx.c
1418 * fixed bug with missing graphic for active red disk bomb
1420 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1421 * extended variable "level.gravity" to "level.initial_gravity" and
1422 "game.current_gravity" to prevent level setting from being changed
1423 by playing the level (keeping the runtime value after playing)
1425 * fixed graphics bug when digging element that has 'crumbled' graphic
1426 definition, but not 'diggable' graphic definition
1429 * version number set to 3.0.1
1432 * version 3.0.0 released
1435 * various bug fixes; among others:
1436 - fixed bug with pushing spring over empty space
1437 - fixed bug with leaving tube while placing dynamite
1438 - fixed bug with explosion of smashed penguins
1439 - allow Murphy player graphic in levels with non-Supaplex elements
1443 * I have forgotten to document changes for some time
1446 * pre-release version 2.2.0rc1 released
1449 * version number set to 2.1.2
1452 * version 2.1.1 released
1455 * version number set to 2.1.1
1458 * version 2.1.0 released
1461 * version number set to 2.1.0
1463 2002-04-03 to 2002-05-19 (various source files)
1464 * graphics, sounds and music now fully configurable
1465 * bug fixed that prevented walking through tubes when gravity on
1467 2002-04-02 src/events.c, src/editor.c
1468 * Make Escape key less aggressive when playing or when editing level.
1469 This can be configured as an option in the setup menu. (Default is
1470 "less aggressive" which means "ask user if something can be lost"
1471 when pressing the Escape key.)
1473 2002-04-02 src/screen.c
1474 * Added "graphics setup" screen.
1476 2002-04-01 src/screen.c
1477 * Changed "choose level" setup screen stuff to be more generic (to
1478 make it easier to add more "choose from generic tree" setup screens).
1480 2002-04-01 src/config.c, src/timestamp.h
1481 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1482 automatically gets created by "src/Makefile" and contains an actual
1483 compile-time timestamp to identify development versions of the game).
1485 2002-03-31 src/tape.c, src/events.c
1486 * Added quick game/tape save/load functions to tape stuff which can be
1487 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1488 loads previously recorded tape and directly goes into recording mode
1489 from the end of the tape (therefore appending to the tape).
1491 2002-03-31 src/tape.c
1492 * Added "index mark" function to tape recorder. When playing or
1493 recording, "eject" button changes to "index" button. Setting index
1494 mark is not yet implemented, but pressing index button when playing
1495 allows very quick advancing to end of tape (when normal playing),
1496 very fast forward mode (when playing with normal fast forward) or
1497 very fast reaching of "pause before end of tape" (when playing with
1498 "pause before end" playing mode).
1500 2002-03-30 src/cartoons.c
1501 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1503 2002-03-29 src/screen.c
1504 * Changed setup screen stuff to be more generic (to make it easier
1505 to add more setup screens).
1507 2002-03-23 src/main.c, src/main.h
1508 * Various changes due to the introduction of the new libgame files
1509 "setup.c" and "joystick.c".
1511 2002-03-23 src/files.c
1512 * Generic parts of "src/files.c" (mainly setup and level directory
1513 stuff) moved to new libgame file "src/libgame/setup.c".
1515 2002-03-23 src/joystick.c
1516 * File "src/joystick.c" moved to libgame source tree, with
1517 correspondig changes.
1519 2002-03-22 src/screens.c
1520 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1521 (Wrong level series information displayed when entering main group.)
1523 2002-03-22 src/editor.c
1524 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1526 2002-03-22 src/editor.c
1527 * Changed behaviour of "Escape" key in level editor to be more
1528 intuitive: When in "Element Properties" or "Level Info" mode,
1529 return to "Drawing Mode" instead of leaving the level editor.
1531 2002-03-21 src/game.c, src/editor.c, src/files.c
1532 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1533 gems (emeralds, diamonds, ...) slipping down from normal wall,
1534 steel wall and growing wall (as in E.M.C. style levels). Although
1535 the behaviour of contributed and private levels wasn't changed (due
1536 to the use of "level.game_version"; see previous entry), editing
1537 those levels will (of course) change the behaviour accordingly.
1539 This change seems a bit too hard after thinking about it, because
1540 the EM style behaviour is not the "expected" behaviour (gems would
1541 normally only slip down from "rounded" walls). Therefore this was
1542 now changed to an element property for gem style elements, with the
1543 default setting "off" (which means: no special EM style behaviour).
1544 To fix older converted levels, this flag is set to "on" for pre-2.0
1545 levels that are neither contributed nor private levels.
1547 2002-03-20 src/files.h
1548 * Corrected settings for "level.game_version" depending of level type.
1549 (Contributed and private levels always get played with game engine
1550 version they were created with, while converted levels always get
1551 played with the most recent version of the game engine, to let new
1552 corrections of the emulation behaviour take effect.)
1554 2002-03-20 src/main.h
1555 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1556 compiling the SDL version on some systems.
1557 Thanks to the several people who pointed this out.
1560 * Version number set to 2.0.2.
1563 * Version 2.0.1 released.
1565 2002-03-18 src/screens.c
1566 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1568 2002-03-18 src/files.c [src/libgame/misc.c]
1569 * Moved some common functions from src/files.c to src/libgame/misc.c.
1571 2002-03-18 src/files.c [src/libgame/misc.c]
1572 * Changed permissions for new directories and saved files (especially
1573 score files) according to suggestions of Debian users and mantainers.
1574 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1576 2002-03-17 src/files.c
1577 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1578 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1579 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1580 for levels and "TAPE" for tapes). Old "cookie" style format is
1581 still supported for reading. New level and tape files are written
1584 * New IFF chunk "VERS" contains version numbers for file and game
1585 (where "game version" is the version of the program that wrote the
1586 file, and "file version" is a version number to distinguish files
1587 with different format, for example after adding new features).
1589 2002-03-15 src/screen.c
1590 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1591 (Before, you heard a mixture of the in-game music and the
1592 hall-of-fame music.)
1594 2002-03-14 src/events.c
1595 * Function "DumpTape()" (files.c) now available by pressing 't' from
1596 main menu (when in DEBUG mode).
1598 2002-03-14 src/game.c
1599 * "GameWon()": When game was won playing a tape, now there is no delay
1600 raising the score and no corresponding sound is played.
1602 2002-03-14 src/files.c
1603 * Changed "LoadTape()" for real chunk support and also adjusted
1604 "SaveTape()" accordingly.
1606 2002-03-14 src/game.c, src/tape.c, src/files.c
1607 * Important changes to tape format: The old tape format stored all
1608 actions with a real effect with a corresponding delay between the
1609 stored actions. This had some major disadvantages (for example,
1610 push delays had to be ignored, pressing a button for some seconds
1611 mutated to several single button presses because of the non-action
1612 delays between two action frames etc.). The new tape format just
1613 stupidly records all device actions and replays them later. I really
1614 don't know why I haven't solved it that way before?! Old-style tapes
1615 (with tape file version less than 2.0) get converted to the new
1616 format on-the-fly when loading and can therefore still be played;
1617 only some minor parts of the old-style tape handling code was needed.
1618 (A perfect conversion is not possible, because there is information
1619 missing about the device actions between two action frames.)
1621 2002-03-14 src/files.c
1622 * New function "DumpTape()" to dump the contents of the current tape
1623 in a human readable format.
1625 2002-03-14 src/game.c
1626 * Small tape bug fixed: When automatically advancing to next level
1627 after a game was won, the tape from the previous level still was
1628 loaded as a tape for the new level.
1630 2002-03-14 src/tape.c
1631 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1632 tape, cartoons did not get completely removed because
1633 StopAnimation() was not called.
1635 2002-03-13 src/files.c
1636 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1637 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1638 size even when using 16-bit elements). Added new chunk "CNT2" for
1639 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1640 chunk even when content was 16-bit element). "CNT2" should now be
1641 able to store content for arbitrary elements (up to eight blocks of
1642 3 x 3 element arrays). All "CNT2" elements will always be stored as
1643 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1645 2002-03-13 src/files.c
1646 * Changed "LoadLevel()" for real chunk support.
1648 2002-03-12 src/game.c
1649 * Fixed problem (introduced after 2.0.0 release) with penguins
1650 not getting killed by enemies
1652 2002-02-24 src/game.c, src/main.h
1653 * Added "player->is_moving"; now "player->last_move_dir" does
1654 not contain any information if the player is just moving at
1656 Before, "player->last_move_dir" was misused for this purpose
1657 for the robot stuff (robots don't kill players when they are
1658 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1659 broke tapes when walking through pipes!
1660 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1661 in a continuous movement. This fact is ignored for friends and