2 * changed behaviour after solved game -- do not immediately stop engine
3 * added some more smooth screen fadings (game start, hall of fame etc.)
6 * fixed bug with displaying pushed CE with value/score/delay anim_mode
9 * added configurable level preview position, tile size and dimensions
10 * added configurable game panel value positions (gems, time, score etc.)
13 * fixed small bug with time displayed incorrectly when collecting CEs
16 * fixed bug with bumpy scrolling with EM engine in double player mode
19 * added compatibility code to fix "Snake Bite" style levels that were
20 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
23 * fixed bug with scrollbars inside editor when using the Windows mouse
24 enhancement tool "True X-Mouse" (which injects key events to the event
25 queue to insert selected stuff into the Windows clipboard, which gets
26 confused with the "Insert" key for jumping to the last editor cascade
27 block in the element list)
28 * added Rocks'n'Diamonds icon for use as window icon to SDL version
29 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
32 * added selection of preferred fullscreen mode to setup / graphics menu
33 (useful if default mode 800 x 600 does not match screen aspect ratio)
36 * improved down-scaling of images for better level and preview graphics
37 * changed user data directory for Mac OS X from Unix style to new place
40 * improved level number selection in main menu and player selection in
41 setup menu (input devices section) by using standard button gadgets
42 * added support for mouse scroll wheel (caused buggy behaviour before)
43 * added support for scrolling horizontal scrollbars with mouse wheel by
44 holding "Shift" key pressed while scrolling the wheel
45 * added support for single step mouse wheel scrolling by holding "Alt"
46 key pressed while scrolling the wheel (can be combined with "Shift")
47 * changed output file "stderr.txt" on Windows platform now always to be
48 created in the R'n'D sub-directory of the personal documents directory
49 * added Windows message box to direct to "stderr.txt" after error aborts
52 * improved general scrollbar handling (when jump-scrolling scrollbars)
55 * changed scrollbars to always show last line as first after scrolling
56 (that means jumping n - 1 screen lines instead of n screen lines)
59 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
60 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
61 * fixed special handling of vertically stacked acid becoming fake acid
64 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
65 affect multiple instances of the same CE, although this kind of
66 change condition usually only affects one single custom element
69 * version number set to 3.2.1
72 * version 3.2.0 released
75 * reorganized level editor element list a bit to match engines better
78 * fixed newly introduced bug with wrongly initializing clipboard element
81 * fixed bug with displaying visible/invisible level border in editor
84 * reorganized some elements in the level editor element list
87 * fixed bug with displaying any player as "yellow" when moving into acid
88 * fixed bug with displaying running player when player stopped at border
91 * fixed bug with player exploding when moving into acid
92 * fixed bug with level settings being reset in editor and when playing
93 (some compatibility settings being set not only after level loading)
94 * fixed crash bug when number of custom graphic frames was set to zero
95 * fixed bug with teleporting player on walkable tile not working anymore
96 * added partial compatibility support for pre-release-only "CONF" chunk
97 (to make Alan Bond's "color cycle" demo work again :-) )
100 * fixed some bugs when displaying title screens from info screen menu
101 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
104 * changed file major version to 3 to reflect level file format changes
105 * uploaded pre-release (test) version 3.2.0-8 binary and source code
108 * added new chunk "NAME" to level file format for level name settings
109 * added new chunk "NOTE" to level file format for envelope settings
110 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
111 * updated magic(5) file to recognize changed and new level file chunks
112 * removed change events "change when CE value/score changes" as unneeded
115 * changed gravity (which only affects the player) from level property
116 to player property (only makes a difference in multi-player levels)
117 * added change events "change when CE value/score changes"
118 * added change events "change when CE value/score changes of <element>"
121 * added new chunk "INFO" to level file format for global level settings
122 * added all element settings from "HEAD" chunk to "CONF" chunk
123 * added all global level settings from "HEAD" chunk to "INFO" chunk
126 * changed level file format by adding two new chunks "CUSX" (for custom
127 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
128 elements, replacing the previous "GRP1" chunk); these new IFF style
129 chunks use the new and flexible "micro chunks inside chunks" technique
130 already used with the new "CONF" chunk (for normal element properties)
131 which makes it possible to easily extend the existing level format
132 (instead of using fixed-length chunks like before, which are either
133 too big due to reserved bytes for future use, or too small when those
134 reserved bytes have all been used and even more data should be stored,
135 requiring the replacement by new and larger chunks just like it went
136 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
139 * added credits pages to the "credits" section that were really missing
140 * added some missing element descriptions to the level editor
141 * added down position of switchgate switch to the level editor
142 and allowed the use of both switch positions at the same time
143 * changed use of "Insert" and "Delete" keys to navigate element list in
144 level editor to start of previous or next cascading block of elements
147 * added the possibility to view the title screen to the info screen menu
148 * fixed some minor bugs with viewing title screens
151 * fixed bug with title (cross)fading in/out when using fullscreen mode
154 * fixed bug that forced re-defining of menu settings in local graphics
155 config file which are already defined in existing base config file
156 * fixed small bug that caused door sounds playing when music is enabled
159 * added the possibility to define up to five title screens for each
160 level set that are displayed after loading using (cross)fading in/out
161 (this was added to display the various start images of the EMC sets)
164 * added "CE score gets zero [of]" to custom element trigger conditions
165 * added setup option to display element token name in level editor
168 * added compatibility code for Juergen Bonhagen's menu artwork settings
171 * fixed bug with displaying wrong animation frame 0 after CE changes
172 * fixed bug with creating invisible elements when light switch is on
175 * added selection between ECS and AGA graphics for EMC levels to setup
178 * adjusted font handling for various narrow EMC style fonts
181 * changed EM engine behaviour back to re-allow initial rolling springs
184 * fixed handling of over-large selectboxes (less error-prone now)
185 * fixed bug when creating GE with walkable element under the player
188 * added use of "Insert" and "Delete" keys to navigate element list in
189 level editor to start of custom elements or start of group elements
190 * added virtual elements to access CE value and CE score of elements:
191 - "CE value of triggering element"
192 - "CE score of triggering element"
193 - "CE value of current element"
194 - "CE score of current element"
197 * fixed "grass" to "sand" in older EM levels (up to file version V4)
200 * changed behaviour of network games with internal errors (because of
201 different client frame counters) from immediately terminating R'n'D
202 to displaying an error message requester and stopping only the game
203 (also to prevent impression of crashes under non command-line runs)
204 * fixed playing network games with the EMC engine (did not work before)
205 * fixed bug with not scrolling the screen in multi-player mode with the
206 focus on player 1 when all players are moving in different directions
207 * fixed bug with keeping pointer to gadget even after its deallocation
208 * fixed bug with allowing "focus on all players" in network games
209 * fixed bug with player focus when playing tapes from network games
212 * uploaded pre-release (test) version 3.2.0-7 binary and source code
215 * code cleanup for game action control for R'n'D and EMC game engine
218 * fixed bug in multi-player movement with focus on both players
219 * added option to control only the focussed player with all input
222 * added player focus switching to level tape recording and re-playing
225 * fixed some bugs in player focus switching in EMC and RND game engine
228 * added special Supaplex animations for Murphy digging and snapping
229 * added special Supaplex animations for Murphy being bored and sleeping
232 * added four new yam yams with explicit start direction for EMC engine
233 * fixed bug in src/libgame/text.c with printing text outside the window
236 * fixed small bug in EMC level loader (copyright sign in EM II levels)
239 * added delayed ignition of EM style dynamite when used in R'n'D engine
240 * added limited movement range to EMC engine when focus on all players
243 * fixed bug with missing (zero) score values for native Supaplex levels
246 * added "continuous snapping" (snapping many elements while holding the
247 snap key pressed, without releasing the snap key after each element)
248 as a new player setting for more compatibility with the classic games
251 * finished scrolling for "focus on all players" in EMC graphics engine
254 * level sets with "levels: 0" are ignored for levels, but not artwork
255 * fixed bug when scanning empty level group directories (endless loop)
258 * fixed bug with explosion graphic for player using "Murphy" graphic
259 * fixed bug with explosion graphic if player leaves explosion in time
260 * changed some descriptive text in setup menu to use medium-width font
261 * added key shortcut settings for switching player focus to setup menu
264 * fixed bug with random value initialization when recording tapes
265 * fixed bug with playing single player tapes when team mode activated
268 * fixed little bug when trying to switch to player that does not exist
271 * added player switching (visual and quick) to R'n'D and EM game engine
272 * added setup option to select visual or quick in-game player switching
275 * added use of "Home" and "End" keys to handle element list in editor
278 * fixed bug with adding score when playing tape with EMC game engine
279 * added steel wall border for levels using EMC engine without border
280 * finally fixed delayed scrolling in EMC engine also for small levels
283 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
286 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
287 * fixed bug when displaying info element without action, but direction
290 * fixed minor graphical problems with springs smashing and slurping
291 (when using R'n'D style graphics instead of EMC style graphics)
294 * added scroll delay (as configured in setup) to EMC graphics engine
297 * improved screen redraw for EMC graphics engine (faster and smoother)
298 * when not scrolling, do not redraw the whole playfield if not needed
301 * added multi-player mode for EMC game engine (with up to four players)
304 * added android (can clone elements) from EMC engine to R'n'D engine
307 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
310 * added selectbox for initial player speed to player settings in editor
313 * version 3.1.2 created that is basically version 3.1.1, but with a
314 major bug fixed that prevented editing your own private levels
315 * version 3.1.2 released
318 * added magic ball (creates elements) from EMC engine to R'n'D engine
321 * uploaded fixed pre-release version 3.2.0-6 binary and source code
324 * fixed bug when using "CE can leave behind <trigger element>"
325 * added new change condition "(after/when) creation of <element>"
326 * added new change condition "(after/when) digging <element>"
327 * fixed bug accessing invalid gadget that caused crashes under Windows
328 * deactivated new possibility for multiple CE changes per frame
331 * uploaded pre-release (test) version 3.2.0-6 binary and source code
334 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
335 * fixed bug with not keeping CE value for moving CEs with only action
336 * changed CE action selectboxes in editor to be only reset when needed
339 * added option "use artwork from element" for custom player artwork
340 * added option "use explosion from element" for player explosions
343 * added cascaded element lists in the level editor
344 * added persistence for cascaded element lists by "editorcascade.conf"
345 * added dynamic element list with all elements used in current level
346 * added possibility for multiple CE changes per frame (experimental)
349 * uploaded pre-release (test) version 3.2.0-5 binary and source code
352 * changed "score for each 10 seconds/steps left" to "1 second/step"
353 * added own score for collecting "extra time" instead of sharing it
354 * added change events "switched by player" and "player switches <e>"
355 * added change events "snapped by player" and "player snaps <e>"
356 * added "set player artwork: <element choice>" to CE action options
357 * added change event "move of <element>"
360 * added "set player shield: off / normal / deadly" to CE action options
361 * added new player option "use level start element" in level editor
362 to set the correct focus at level start to elements from which the
363 player is created later (this did not work before for cascaded CE
364 changes resulting in creation of the player; it is now also possible
365 to create the player from a yam yam which is smashed at level start)
368 * added "set player speed: frozen (not moving)" to CE action options
369 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
372 * added new player option "block snap field" (enabled by default) to
373 make it possible to show a snapping animation like in Emerald Mine
376 * added dynamic selectboxes to custom element action settings in editor
377 * added "CE value" counter for custom elements (instead of "CE count")
378 * added option to use the last "CE value" after custom element change
379 * added option to use the "CE value" of other elements in CE actions
380 * fixed odd behaviour when pressing time orb in levels w/o time limit
381 * added checkbox "use time orb bug" for older levels that use this bug
384 * added missing configuration settings for the following elements:
385 - EL_TIMEGATE_SWITCH (time of open time gate)
386 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
387 - EL_SHIELD_NORMAL (time of shield duration)
388 - EL_SHIELD_DEADLY (time of shield duration)
389 - EL_EXTRA_TIME (time added to level time)
390 - EL_TIME_ORB_FULL (time added to level time)
393 * added "wind direction" as a movement pattern for custom elements
394 * added initial wind direction for balloon / custom elements to editor
395 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
398 * added parameters for "game of life" and "biomaze" elements to editor
401 * added level file chunk "CONF" for generic level and element settings
404 * uploaded pre-release (test) version 3.2.0-4 binary and source code
407 * skip empty level sets (with "levels: 0"; may be artwork base sets)
408 * added sound action ".page[1]" to ".page[32]" for each CE change page
411 * added image config suffix ".clone_from" to copy whole image settings
412 * fixed bug with invalid ("undefined") CE settings in old level files
415 * fixed graphical bug with smashing elements falling faster than player
418 * fixed major bug which prevented private levels from being edited
419 * fixed bug with precedence of general and special font definitions
422 * fixed graphical bug with player animation when player moves slowly
425 * uploaded pre-release (test) version 3.2.0-3 binary and source code
428 * fixed bug which prevented "global.num_toons: 0" from working
431 * major code cleanup (removed all these annoying "#if 0" blocks)
434 * added custom element actions for CE change page in level editor
437 * fixed music initialization bug in init.c (thanks to David Binderman)
438 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
439 (this bug must probably be fixed at other places, too)
442 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
443 (should be '#include <SDL.h>' instead)
446 * fixed bug which prevented "walkable from no direction" from working
447 (due to compatibility code overwriting this setting after loading)
450 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
453 * version number temporarily set to 3.1.1 (intermediate bugfix release)
454 * version 3.1.1 released
457 * changed some va_arg() arguments from 'long' to 'int', fixing problems
458 on 64-bit architecture systems with LP64 data model
461 * fixed bug with bombs not exploding when hitting the last level line
462 (introduced after the release of 3.1.0)
465 * added support for dumping small-sized level sketches from editor
468 * added recognition of "trigger element" for "change digged element to"
469 (this is not really what the "trigger element" was made for, but its
470 use may seem obvious for leaving back digged elements unchanged)
473 * fixed multiple warnings about failed joystick device initialization
476 * fixed bug with dynamite dropped on top of just dropped custom element
477 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
478 dynamite can still be dropped, but drop key must be released before
481 * fixed bug with wrong start directory when started from file browser
482 (due to this bug, R'n'D could not be started from KDE's Konqueror)
485 * fixed bug causing "change when impact" on player not working
486 * fixed wrong priority of "hitting something" over "hitting <element>"
487 * fixed wrong priority of "hit by something" over "hit by <element>"
490 * fixed graphical bug which caused the player (being Murphy) to show
491 collecting animations although the element was collected by penguin
494 * fixed two bugs causing wrong door background graphics in system.c
495 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
498 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
499 * added "no direction" to "walkable/passable from" selectbox options
502 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
503 * in tape autoplay, not only report broken, but also missing tapes
506 * uploaded pre-release (test) version 3.2.0-2 binary and source code
509 * fixed small bug with "linear" animation not working for active lamp
512 * fixed bug with moving up despite gravity due to "block last field"
513 * fixed small bug with wrong draw offset when typing name in main menu
514 * when reading user names from "passwd", ignore data after first comma
515 * when creating new "levelinfo.conf", only write some selected entries
518 * fixed displaying "imported from/by" on preview with empty string
519 * fixed ignoring draw offset for fonts used for level preview texts
522 * fixed a delay problem with SDL and too many mouse motion events
523 * added setup option "skip levels" and level skipping functionality
526 * added move speed "not moving" for non-moving CEs, but with direction
529 * fixed mapping of obsolete element token names in "editorsetup.conf"
530 * fixed bug with sound "acid.splashing" treated as a loop sound
531 * fixed some little sound bugs in native EM engine
534 * fixed small bug when dragging scrollbars to end positions
537 * added editor element descriptions written by Aaron Davidson
540 * improved fallback handling when configured artwork is not available
541 (now using default artwork instead of exiting when files not found)
544 * fixed bug on level selection screen when dragging scrollbar
547 * fixed bug which caused broken tapes when appending to EM engine tapes
550 * uploaded pre-release (test) version 3.2.0-1 binary and source code
553 * added code to replace changed artwork config tokens with other tokens
554 (needed for backwards compatibility, so that older tokens still work)
557 * added native R'n'D graphics for some new EMC elements in EM engine
560 * fixed some bugs in the EM engine integration code
561 * changed EM engine code to allow diagonal movement
562 * changed EM engine code to allow use of separate snap and drop keys
565 * fixed some redraw bugs when using EM engine
568 * fixed bug with not converting RND levels which are set to use native
569 engine to native level structure when loading
572 * uploaded pre-release (test) version 3.2.0-0 binary and source code
575 * version number set to 3.2.0
578 * level data now reset to defaults after attempt to load invalid file
581 * added use of "editorsetup.conf" for different level sets
584 * added auto-detection for various types of Emerald Mine level files
587 * fixed bug with scrollbars getting too small when list is very large
590 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
593 * added most level editor configuration gadgets for new EMC elements
596 * added more element and graphic definitions for new EMC elements
599 * modified native EM engine to use integrated R'n'D sound system
602 * added SDL support to graphics functions in native EM engine
603 (by always using generic libgame interface functions)
606 * fixed bug in frame synchronization in native EM engine
609 * added code to convert levels between R'n'D and native EM engine
612 * new Emerald Mine engine can now play levels selected in main menu
615 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
616 (which creates scaled down graphics for level editor and preview);
617 there's still a memory leak somewhere in the artwork handling code
618 * added "scale image up" functionality to X11 version of zoom function
621 * first attempts to integrate new, native Emerald Mine Club engine
624 * fixed bug in gadget code which caused reset of CEs in level editor
625 (example: pressing 'b' [grab brush] on CE config page erased values)
626 (solution: check if gadgets in ClickOnGadget() are really mapped)
627 * improved level change detection in editor (settings now also checked)
628 * fixed bug with "can move into acid" and "don't collide with" state
631 * fixed maze runner style CEs to use the configured move delay value
634 * added Aaron Davidson's tutorial level set to the "Tutorials" section
637 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
638 * fixed the above fix because it broke level set "machine" (*sigh*)
639 * fixed random element placement in level editor to work as expected
640 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
643 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
646 * fixed bug (missing array boundary check) which caused broken tapes
647 * fixed bug (when loading level template) which caused broken levels
648 * fixed bug with new block last field code when using non-yellow player
651 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
652 * internal change of how the player blocks the last field when moving
653 * fixed blocking delay of last field for EM and SP style block delay
654 * fixed bug where the player had to wait for the usual move delay after
655 unsuccessfully trying to move, when he directly could move after that
656 * the last two changes should make original Supaplex level 93 solvable
657 * improved use of random number generator to make it less predictable
658 * fixed behaviour of slippery SP elements to let slip left, then right
661 * fixed bug with wrong door state after trying to quickload empty tape
662 * fixed waste of static memory usage of the binary, making it smaller
663 * fixed very little graphical bug in Supaplex explosion
666 * version number set to 3.1.1
669 * version 3.1.0 released
672 * fixed bug with crash when writing user levelinfo.conf the first time
675 * added option "convert LEVELDIR [NR]" to command line batch commands
676 * re-converted Supaplex levels to apply latest engine fixes
677 * changed "use graphic/sound of element" to "use graphic of element"
678 due to compatibility problems with some levels ("bug machine" etc.)
681 * fixed bug with CE change replacing player with same or other player
684 * fixed bug with opaque font in envelope with background graphic when
685 background graphic is not transparent itself
688 * added "gravity on" and "gravity off" ports for Supaplex compatibility
689 * corrected original Supaplex level loading code to use these new ports
690 * also corrected Supaplex loader to auto-count infotrons if set to zero
693 * fixed bug with missing initialization of "modified" flag for GEs
696 * fixed bug that caused endless recursion loop when relocating player
697 * fixed tape recorder bug in "step mode" when using "pause before end"
698 * fixed tape recorder bug when changing from "warp forward" mode
701 * fixed bug with "when touching" for pushed elements at last position
704 * fixed bug that caused two activated toolbox buttons in level editor
705 * fixed bug with exploding dynabomb under player due to other explosion
708 * fixed bug with creating walkable custom element under player (again)
709 * fixed bug with not copying explosion type when copying CEs in editor
710 * fixed graphical bug when drawing player in setup menu (input devices)
711 * fixed graphical bug when the player is pushing an accessible element
712 * fixed bug with classic switchable elements triggering CE changes
713 * fixed bug with entering/leaving walkable element in RelocatePlayer()
714 * fixed crash bug when CE leaves behind the trigger player element
717 * fixed bug with broken tubes after placing/exploding dynamite in them
718 * fixed bug with exploding dynamite under player due to other explosion
719 * fixed bug with not resetting push delay under certain circumstances
722 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
723 * added network multiplayer code for Windows (thanks to Niko Böhm)
726 * added option "reachable despite gravity" for gravity movement
727 * changed gravity movement of most classic walkable and passable
728 elements back to "not reachable" (for compatibility reasons)
731 * fixed (removed) "indestructible" / "can explode" dependency in editor
732 * fixed (removed) "accessible inside" / "protected" dependency
733 * fixed (removed) "step mode" / "shield time" dependency
736 * fixed dynabombs exploding now into anything diggable
737 * fixed Supaplex style gravity movement into buggy base now impossible
738 * added pressing key "space" as valid action to select menu options
741 * added "replace when walkable" to relocate player to walkable element
742 * added "enter"/"leave" event for elements affected by relocation
743 * fixed "direct"/"indirect" change order also for "when change" event
744 * fixed graphical bug when pushing things from elements walkable inside
747 * fixed graphic bug when player is snapping while moving in old levels
748 * fixed bug when a moving custom element leaves a player element behind
749 * fixed bug with mole not disappearing when moving into acid pool
750 * fixed bug with incomplete path setting when using "--basepath" option
751 * moving CE can now leave walkable elements behind under the player
752 * when relocating, player can be set on walkable element now
753 * fixed another gravity movement bug
756 * uploaded pre-release (test) version 3.1.0-2 binary and source code
759 * added "collectible" and "removable" to extended replacement types
760 (where "removable" replaces "diggable" and "collectible" elements)
761 * added "collectible & throwable" (to throw element to the next field)
762 * fixed bug with CEs digging elements that are just about to explode
763 * changed mouse cursor now always being visible when game is paused
766 * added possibility to push/press accessible elements from a side that
768 * fixed bug with not setting actual date when appending to tape
771 * fixed bug with incorrectly initialized custom element editor graphics
774 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
775 - number of levels corrected from 18 to 17 in "levelinfo.conf"
778 * fixed bug with destroyed robot wheel still attracting robots forever
779 * fixed bug with time gate switch deactivating after robot wheel time
780 (while the time gate itself is not affected by this misbehaviour)
781 * changed behaviour of BD style amoeba to always get blocked by player
782 (before it was different when there were non-BD elements in level)
783 * fixed bug with player destroying indestructable elements with shield
786 * added option to make growing elements grow into anything diggable
787 (for the various amoeba types, biomaze and "game of life")
790 * fixed bug with movable elements not moving after left behind by CEs
791 * changed gravity movement to anything diggable, not only sand/base
792 * optionally allowing passing to walkable element, not only empty space
793 * added option "can pass to walkable element" for players
794 * finally fixed gravity movement (hopefully)
797 * fixed bug with movable elements not moving anymore after falling down
800 * fixed another bug with custom elements digging and leaving elements
801 * fixed bug with "along left/right side" and automatic start direction
802 * trigger elements now also displayed when "more custom" deactivated
803 * fixed bug with clipboard element initialized when loading new level
804 * added option "drop delay" to set delay before dropping next element
807 * uploaded pre-release (test) version 3.1.0-1 binary and source code
810 * added copy and paste functions for custom change pages
811 * enhanced graphical display and functionality of tape recorder
812 * fixed bug with custom elements digging and leaving elements
815 * added move speed faster than "very fast" for custom elements
816 * fixed bug with 3+3 style explosions and missing border content
817 * fixed little bug when copying custom elements in the editor
818 * enhanced custom element changes by more side trigger actions
821 * added option "no scrolling when relocating" for instant teleporting
822 * uploaded pre-release (test) version 3.1.0-0 binary and source code
825 * added trigger element and trigger player to use as target elements
826 * added copy and paste functions for custom and group elements
829 * fixed graphical bug when displaying explosion animations
830 * fixed bug when appending to tapes, resulting in broken tapes
831 * re-recorded a few tapes broken by fixing gravity checking bug
834 * "can move into acid" property now for all elements independently
835 * "can fall into acid" property for player stored in same bitfield now
836 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
837 * version number set to 3.1.0 (finally!)
840 * changed tape recording to only record input, not programmed actions
843 * fixed totally broken (every 8th frame skipped) step-by-step recording
844 * fixed bug with requester not displayed when quick-loading interrupted
845 * added option "can fall into acid (with gravity)" for players
846 * fixed bug with player not falling when snapping down with gravity
849 * fixed bug which messed up key config when using keypad number keys
852 * fixed bug which allowed moving upwards even when gravity was active
853 * fixed bug with missing error handling when dumping levels or tapes
856 * added different colored editor graphics for Supaplex gravity tubes
859 * fixed bug that allowed solvable tapes for unsolvable levels
862 * use unlimited number of droppable elements when "count" set to zero
863 * added option to use step limit instead of time limit for level
866 * added player and change page as trigger for custom element change
869 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
872 * fixed bug with dark yamyam changing to acid when moving over acid
873 * fixed handling of levels with more than 999 seconds level time
874 (example: level 76 of "Denmine")
877 * "spring push bug" reintroduced as configurable element property
878 * fixed bug with missing properties for "mole"
879 * fixed bug that showed up when fixing the above "mole" properties bug
880 * added option "can move into acid" for all movable elements
881 * fixed graphical bug for elements moving into acid
882 * changed event handling to handle all pending events before going on
885 * fixed bug which caused all CE change pages to be ignored which had
886 the same change event, but used a different element side
887 (reported by Simon Forsberg)
889 * fixed bug which caused elements that can move and fall and that are
890 transported by a conveyor belt to continue moving into that direction
891 after leaving the conveyor belt, regardless of their own movement
892 type; only elements which can not move are transported now
893 (reported by Simon Forsberg)
895 * fixed bug which could cause an array overflow in RelocatePlayer()
896 (reported by Niko Böhm)
898 * changed Emerald Mine style "passable / over" elements to "protected"
899 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
901 * added new option to select from which side a "walkable/passable"
902 element can be entered
905 * added explosion and ignition delay for elements that can explode
908 * fixed bug which caused player not being protected against enemies
909 when a CE was "walkable / inside" and was not "indestructible"
910 * added "walkable/passable" fields to be "protected/unprotected"
911 against enemies, even if not accessible "inside" but "over/under"
914 * corrected move pattern to 32 bit and initial move direction to 8 bit
917 * added second custom element base configuration page
920 * added some special EMC mappings to Emerald Mine level loader
921 (also covering previously unknown element in level 0 of "Bondmine 8")
924 * added option to block last field when player is moving (for Supaplex)
925 * adjusted push delay of Supaplex elements
926 * removed delays for envelopes etc. when replaying with maximum speed
927 * fixed bug when dropping element on a field that just changed to empty
930 * fixed bug: infotrons can now smash yellow disks
931 * fixed bug: when gravity active, port above player can now be entered
932 * removed "one white dot" mouse pointer which irritated some people
935 * added "choice type" for group element selection
938 * fixed bug with initial invulnerability of non-yellow player
941 * added level loader for loading native Supaplex packed levels
942 (including multi-part levels like the "splvls99" levels)
945 * fixed bug which allowed creating emeralds by escaping explosions
948 * custom elements can change (limited) or leave (unlimited) elements
949 * finally added multiple matches using group elements
950 * added shortcut to dump brush (type ":DB" in editor) for use in forum
953 * added new start movement type "previous" for continued CE movement
954 * added new start movement type "random" for random CE movement start
957 * added new element "sokoban_field_player" needed for Sokoban levels
958 (thanks to Ed Booker for pointing this out!)
961 * added elements that can be digged or left behind by custom elements
964 * added group elements for multiple matches and random element creation
967 * fixed some graphical errors displayed in old levels
970 * fixed wrong double speed movement after passing closing gates
973 * added level loader for loading native Emerald Mine levels
976 * changes for "shooting" style CE movement
979 * Happy New Year! ;-)
982 * changed default snap/drop keys from left/right Shift to Control keys
985 * fixed bug with dead player getting reanimated from custom element
988 * fixed bug with wrong penguin graphics (when entering exit)
991 * fixed bug with wrong "Murphy" graphics (when digging etc.)
994 * version number set to 3.0.9
997 * version 3.0.8 released
1000 * added function checked_free()
1003 * fixed bug with double nut cracking sound
1004 (by eliminating "default element action sound" assignment in init.c)
1007 * fixed crash when no music info files are available
1010 * fixed boring and sleeping sounds
1013 * added "maze runner" and "maze hunter" movement types
1014 * added extended collision conditions for custom elements
1017 * added warnings for undefined token values in artwork config files
1020 * added menu entry for level set information to the info screen
1023 * fixed bug with wrong default impact sound for colored emeralds
1026 * added several sub-screens for the info screen
1027 * menu text now also clickable (not only blue/red sphere left of it)
1030 * added configurable "bored" and "sleeping" animations for the player
1031 * added "awakening" sound for player when waking up after sleeping
1034 * added "copy" and "exchange" functions for custom elements to editor
1037 * added configurable element animations for info screen
1040 * added configurable music credits for info screen
1043 * finally fixed tape recording when player is created from CE change
1046 * added "editorsetup.conf" for editor element list configuration
1049 * added "musicinfo.conf" for menu and level music configuration
1052 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1053 (that only showed up on Linux, but not on Windows systems)
1056 * fixed turning movement of butterflies and fireflies (no frame reset)
1057 * enhanced sniksnak turning movement (two steps instead of only one)
1060 * version number set to 3.0.8
1063 * version 3.0.7 released
1066 * fixed reset of player animation frame when, for example,
1067 walking, digging or collecting share the same animation
1068 * fixed CE with "deadly when touching" exploding when touching amoeba
1071 * fixed tape recording when player is created from CE element change
1074 * introduced "turning..." action graphic for elements with move delay
1075 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1076 * added turning animations for bug, spaceship and sniksnak
1079 * prevent "extended" changed elements from delay change in same frame
1082 * fixed bug when pushing element that can move away to the side
1083 (like pushing falling elements, but now with moving elements)
1086 * finally fixed serious bug in code for delayed element pushing (again)
1089 * unavailable setup options now marked as "n/a" instead of "off"
1090 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1091 to "true", levels are always played with the latest game engine,
1092 which is desired for levels that are imported from other games; all
1093 other levels are played with the engine version stored in level file
1094 (which is normally the engine version the level was created with)
1097 * fixed serious bug in code for delayed element pushing
1098 * fixed little bug in animation frame selection for pushed elements
1099 * speed-up of reading config file for verbose output
1102 * added configuration option for opening and closing Supaplex exit
1103 * added configuration option for moving up/down animation for Murphy
1104 * fixed incorrectly displayed animation for attacking dragon
1105 * fixed bug with not setting initial gravity for each new game
1106 * fixed bug with teleportation of player by custom element change
1107 * fixed bug with player not getting smashed by rock sometimes
1110 * version number set to 3.0.7
1113 * version 3.0.6 released
1116 * added support for MP3 music for SDL version through SMPEG library
1119 * fixed bug when initializing font graphic structure
1120 * fixed bug with animation mode "pingpong" when using only 1 frame
1121 * fixed bug with extended change target introduced in 3.0.5
1122 * fixed bug where passing over moving element doubles player speed
1123 * fixed bug with elements continuing to move into push direction
1124 * fixed bug with duplicated player when dropping bomb with shield on
1125 * added "switching" event for custom elements ("pressing" only once)
1126 * fixed switching bug (resetting flag when not switching but not idle)
1129 * fixed element tokens for certain file elements with ".active" etc.
1132 * version number set to 3.0.6
1135 * version 3.0.5 released
1138 * now four envelope elements available
1139 * font, background, animation and sound for envelope now configurable
1140 * main menu doors opening/closing animation type now configurable
1143 * active/inactive sides configurable for custom element changes
1144 * new movement type "move when pushed" available for custom elements
1147 * fixed bug in multiple config pages loader code that caused crashes
1150 * enhanced (remaining low-resolution) Supaplex graphics
1153 * version number set to 3.0.5
1156 * version 3.0.4 released
1158 2003-09-12 src/tools.c
1159 * fixed bug in custom definition of crumbled element graphics
1161 2003-09-11 src/files.c
1162 * fixed bug in multiple config pages code that caused crashes
1165 * version number set to 3.0.4
1168 * version 3.0.3 released
1171 * added music to Supaplex classic level set
1173 2003-09-07 src/libgame/misc.c
1174 * added support for loading various music formats through SDL_mixer
1176 2003-09-06 (various source files)
1177 * fixed several nasty bugs that may have caused crashes on some systems
1178 * added envelope content which gets displayed when collecting envelope
1179 * added multiple change event pages for custom elements
1181 2003-08-24 src/game.c
1182 * fixed problem with player animation when snapping and moving
1184 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1185 * fixed problem with flickering when drawing toon animations
1187 2003-08-23 src/libgame/sdl.c
1188 * fixed problem with setting mouse cursor in SDL version in fullscreen
1190 2003-08-23 src/game.c
1191 * fixed bug (missing array boundary check) which could crash the game
1194 * version number set to 3.0.3
1197 * version 3.0.2 released
1199 2003-08-21 src/game.c
1200 * fixed bug with creating inaccessible elements at player position
1202 2003-08-20 src/init.c
1203 * fixed bug with not finding current level artwork directory
1205 2003-08-20 src/files.c
1206 * fixed bug with choosing wrong engine version when playing tapes
1207 * fixed bug with messing up custom element properties in 3.0.0 levels
1210 * version number set to 3.0.2
1213 * version 3.0.1 released
1215 2003-08-17 (no source files affected)
1216 * changed all "classic" PCX image files with 16 colors or less to
1217 256 color (8 bit) storage format, because the Allegro game library
1218 cannot handle PCX files with less than 256 colors (contributed
1219 graphics are not affected and might look wrong in the DOS version)
1221 2003-08-16 src/init.c
1222 * fixed bug which (for example) crashed the level editor when defining
1223 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1224 (only set to default) -- invalid graphics now set to default graphic
1226 2003-08-16 src/init.c
1227 * fixed graphical bug of player digging/collecting/snapping element
1228 when no corresponding graphic/animation is defined for this action,
1229 resulting in player being drawn as EL_EMPTY (which should only be
1230 done to elements being collected, but not to the player)
1232 2003-08-16 src/game.c
1233 * fixed small graphical bug of player not totally moving into exit
1235 2003-08-16 src/libgame/setup.c
1236 * fixed bug with wrong MS-DOS 8.3 filename conversion
1238 2003-08-16 src/tools.c
1239 * fixed bug with invisible mouse cursor when pressing ESC while playing
1241 2003-08-16 (various source files)
1242 * added another 128 custom elements (disabled in editor by default)
1244 2003-08-16 src/editor.c
1245 * fixed NULL string bug causing Solaris to crash in sprintf()
1247 2003-08-16 src/screen.c
1248 * fixed drawing over scrollbar on level selection with custom fonts
1250 2003-08-15 src/game.c
1251 * cleanup of simple sounds / loop sounds / music settings
1253 2003-08-08 (various source files)
1254 * added custom element property for dropping collected elements
1256 2003-08-08 src/conf_gfx.c
1257 * fixed bug with missing graphic for active red disk bomb
1259 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1260 * extended variable "level.gravity" to "level.initial_gravity" and
1261 "game.current_gravity" to prevent level setting from being changed
1262 by playing the level (keeping the runtime value after playing)
1264 * fixed graphics bug when digging element that has 'crumbled' graphic
1265 definition, but not 'diggable' graphic definition
1268 * version number set to 3.0.1
1271 * version 3.0.0 released
1274 * various bug fixes; among others:
1275 - fixed bug with pushing spring over empty space
1276 - fixed bug with leaving tube while placing dynamite
1277 - fixed bug with explosion of smashed penguins
1278 - allow Murphy player graphic in levels with non-Supaplex elements
1282 * I have forgotten to document changes for some time
1285 * pre-release version 2.2.0rc1 released
1288 * version number set to 2.1.2
1291 * version 2.1.1 released
1294 * version number set to 2.1.1
1297 * version 2.1.0 released
1300 * version number set to 2.1.0
1302 2002-04-03 to 2002-05-19 (various source files)
1303 * graphics, sounds and music now fully configurable
1304 * bug fixed that prevented walking through tubes when gravity on
1306 2002-04-02 src/events.c, src/editor.c
1307 * Make Escape key less aggressive when playing or when editing level.
1308 This can be configured as an option in the setup menu. (Default is
1309 "less aggressive" which means "ask user if something can be lost"
1310 when pressing the Escape key.)
1312 2002-04-02 src/screen.c
1313 * Added "graphics setup" screen.
1315 2002-04-01 src/screen.c
1316 * Changed "choose level" setup screen stuff to be more generic (to
1317 make it easier to add more "choose from generic tree" setup screens).
1319 2002-04-01 src/config.c, src/timestamp.h
1320 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1321 automatically gets created by "src/Makefile" and contains an actual
1322 compile-time timestamp to identify development versions of the game).
1324 2002-03-31 src/tape.c, src/events.c
1325 * Added quick game/tape save/load functions to tape stuff which can be
1326 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1327 loads previously recorded tape and directly goes into recording mode
1328 from the end of the tape (therefore appending to the tape).
1330 2002-03-31 src/tape.c
1331 * Added "index mark" function to tape recorder. When playing or
1332 recording, "eject" button changes to "index" button. Setting index
1333 mark is not yet implemented, but pressing index button when playing
1334 allows very quick advancing to end of tape (when normal playing),
1335 very fast forward mode (when playing with normal fast forward) or
1336 very fast reaching of "pause before end of tape" (when playing with
1337 "pause before end" playing mode).
1339 2002-03-30 src/cartoons.c
1340 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1342 2002-03-29 src/screen.c
1343 * Changed setup screen stuff to be more generic (to make it easier
1344 to add more setup screens).
1346 2002-03-23 src/main.c, src/main.h
1347 * Various changes due to the introduction of the new libgame files
1348 "setup.c" and "joystick.c".
1350 2002-03-23 src/files.c
1351 * Generic parts of "src/files.c" (mainly setup and level directory
1352 stuff) moved to new libgame file "src/libgame/setup.c".
1354 2002-03-23 src/joystick.c
1355 * File "src/joystick.c" moved to libgame source tree, with
1356 correspondig changes.
1358 2002-03-22 src/screens.c
1359 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1360 (Wrong level series information displayed when entering main group.)
1362 2002-03-22 src/editor.c
1363 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1365 2002-03-22 src/editor.c
1366 * Changed behaviour of "Escape" key in level editor to be more
1367 intuitive: When in "Element Properties" or "Level Info" mode,
1368 return to "Drawing Mode" instead of leaving the level editor.
1370 2002-03-21 src/game.c, src/editor.c, src/files.c
1371 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1372 gems (emeralds, diamonds, ...) slipping down from normal wall,
1373 steel wall and growing wall (as in E.M.C. style levels). Although
1374 the behaviour of contributed and private levels wasn't changed (due
1375 to the use of "level.game_version"; see previous entry), editing
1376 those levels will (of course) change the behaviour accordingly.
1378 This change seems a bit too hard after thinking about it, because
1379 the EM style behaviour is not the "expected" behaviour (gems would
1380 normally only slip down from "rounded" walls). Therefore this was
1381 now changed to an element property for gem style elements, with the
1382 default setting "off" (which means: no special EM style behaviour).
1383 To fix older converted levels, this flag is set to "on" for pre-2.0
1384 levels that are neither contributed nor private levels.
1386 2002-03-20 src/files.h
1387 * Corrected settings for "level.game_version" depending of level type.
1388 (Contributed and private levels always get played with game engine
1389 version they were created with, while converted levels always get
1390 played with the most recent version of the game engine, to let new
1391 corrections of the emulation behaviour take effect.)
1393 2002-03-20 src/main.h
1394 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1395 compiling the SDL version on some systems.
1396 Thanks to the several people who pointed this out.
1399 * Version number set to 2.0.2.
1402 * Version 2.0.1 released.
1404 2002-03-18 src/screens.c
1405 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1407 2002-03-18 src/files.c [src/libgame/misc.c]
1408 * Moved some common functions from src/files.c to src/libgame/misc.c.
1410 2002-03-18 src/files.c [src/libgame/misc.c]
1411 * Changed permissions for new directories and saved files (especially
1412 score files) according to suggestions of Debian users and mantainers.
1413 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1415 2002-03-17 src/files.c
1416 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1417 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1418 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1419 for levels and "TAPE" for tapes). Old "cookie" style format is
1420 still supported for reading. New level and tape files are written
1423 * New IFF chunk "VERS" contains version numbers for file and game
1424 (where "game version" is the version of the program that wrote the
1425 file, and "file version" is a version number to distinguish files
1426 with different format, for example after adding new features).
1428 2002-03-15 src/screen.c
1429 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1430 (Before, you heard a mixture of the in-game music and the
1431 hall-of-fame music.)
1433 2002-03-14 src/events.c
1434 * Function "DumpTape()" (files.c) now available by pressing 't' from
1435 main menu (when in DEBUG mode).
1437 2002-03-14 src/game.c
1438 * "GameWon()": When game was won playing a tape, now there is no delay
1439 raising the score and no corresponding sound is played.
1441 2002-03-14 src/files.c
1442 * Changed "LoadTape()" for real chunk support and also adjusted
1443 "SaveTape()" accordingly.
1445 2002-03-14 src/game.c, src/tape.c, src/files.c
1446 * Important changes to tape format: The old tape format stored all
1447 actions with a real effect with a corresponding delay between the
1448 stored actions. This had some major disadvantages (for example,
1449 push delays had to be ignored, pressing a button for some seconds
1450 mutated to several single button presses because of the non-action
1451 delays between two action frames etc.). The new tape format just
1452 stupidly records all device actions and replays them later. I really
1453 don't know why I haven't solved it that way before?! Old-style tapes
1454 (with tape file version less than 2.0) get converted to the new
1455 format on-the-fly when loading and can therefore still be played;
1456 only some minor parts of the old-style tape handling code was needed.
1457 (A perfect conversion is not possible, because there is information
1458 missing about the device actions between two action frames.)
1460 2002-03-14 src/files.c
1461 * New function "DumpTape()" to dump the contents of the current tape
1462 in a human readable format.
1464 2002-03-14 src/game.c
1465 * Small tape bug fixed: When automatically advancing to next level
1466 after a game was won, the tape from the previous level still was
1467 loaded as a tape for the new level.
1469 2002-03-14 src/tape.c
1470 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1471 tape, cartoons did not get completely removed because
1472 StopAnimation() was not called.
1474 2002-03-13 src/files.c
1475 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1476 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1477 size even when using 16-bit elements). Added new chunk "CNT2" for
1478 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1479 chunk even when content was 16-bit element). "CNT2" should now be
1480 able to store content for arbitrary elements (up to eight blocks of
1481 3 x 3 element arrays). All "CNT2" elements will always be stored as
1482 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1484 2002-03-13 src/files.c
1485 * Changed "LoadLevel()" for real chunk support.
1487 2002-03-12 src/game.c
1488 * Fixed problem (introduced after 2.0.0 release) with penguins
1489 not getting killed by enemies
1491 2002-02-24 src/game.c, src/main.h
1492 * Added "player->is_moving"; now "player->last_move_dir" does
1493 not contain any information if the player is just moving at
1495 Before, "player->last_move_dir" was misused for this purpose
1496 for the robot stuff (robots don't kill players when they are
1497 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1498 broke tapes when walking through pipes!
1499 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1500 in a continuous movement. This fact is ignored for friends and