2 * added new element "from_level_template" that is replaced by element
3 from level template at same playfield position when loaded (currently
4 not accessible from level editor, but only used for special Sokoban
5 level conversion when using "special_flags: load_xsb_to_ces")
8 * added handling of gravity ports when converting Supaplex style R'n'D
9 levels to native Supaplex levels for playing with Supaplex engine
12 * fixed bug in Supaplex engine regarding initial screen scroll position
15 * fixed EMC style pushing animations in the R'n'D graphics engine (when
16 using ".2nd_movement_tile" for animations having start and end tile)
17 * for this to work (look) properly for two-tile pushing animations with
18 non-black (i.e. opaque) background, the pushing graphics drawing order
19 was changed to first draw the pushed element, then the player (maybe
20 this should be controlled by an ".anim_mode" flag yet to be added)
21 * two-tile animations for moving or pushing should have 7 frames for
22 normal speed, 15 frames for half speed etc. to display correct frames
23 * two-tile animations are also displayed correctly with different speed
24 settings for the player (for pushing animations) or moving elements
27 * added searching for template level (file "template.level") not only
28 inside the level set directory, but also in above level directories;
29 this makes is possible to use the same single template level file
30 (placed in a level group directory) for many level sub-directories
33 * fixed bug with steel exit being destructible during opening phase
34 * added token "special_flags" to "levelinfo.conf" (currently with the
35 only recognized value "load_xsb_to_ces", doing the same as the flag
36 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
37 converting all elements in native (XSB) Sokoban level files to CEs)
40 * fixed some problems with Supaplex engine when compiling for Windows
43 * added special mode to convert elements of Sokoban XSB levels to CEs
44 by adding "-Dload_xsb_to_ces" to the command line starting the game
45 (also adding a dependency to a template level file "template.level")
48 * added reading native Sokoban levels and level packages (XSB files)
51 * fixed bugs in (auto)scrolling behaviour when passing ports or when
52 wrapping around the playfield through "holes" in the playfield border
55 * changed internal playfield bitmap handling from playfield sized bitmap
56 to screen sized bitmap (visible scrolling area), therefore speeding up
57 graphics operations (by eliminating bitmap updates in invisible areas)
58 and removing playfield size limitations due to increasing bitmap size
59 for larger playfield sizes (while the new implementation always uses
60 a fixed playfield bitmap size for arbitrary internal playfield sizes)
63 * fixed bug with single step mode (there were some cases where the game
64 did not automatically return to pause mode, e.g. when trying to push
65 things that cannot be pushed or when trying to run against a wall)
68 * added support for loading Supaplex levels in MPX level file format
71 * fixed SP engine to set "game over" not before lead out counter done
74 * fixed (potential) compile error when using GCC option "-std=gnu99"
75 (thanks to Tom "spot" Callaway)
78 * fixed array allocation in native Supaplex engine to correctly handle
79 preceding scratch buffers (needed because of missing border checking)
80 * fixed playfield initialization to correctly add raw header bytes as
81 subsequent scratch buffer (needed because of missing border checking)
84 * most important parts of native Supaplex engine integration working:
85 - native Supaplex levels can be played in native Supaplex engine
86 - native Supaplex level/demo files ("*.sp" files) can be re-played
87 - all 111 classic original Supaplex levels automatically solvable
88 - native Supaplex engine can be selected and used from level editor
89 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
92 * fixed another translation problem from VisualBasic to C (where "int"
93 should be "short") causing unsolvable demos with bugs and terminals
94 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
97 * fixed bug when reading Supaplex single level files (preventing loader
98 from seeking to level position like in Supaplex level package files)
101 * first classic Supaplex level running and solved by solution/demo tape
104 * started with integration of native Supaplex engine, using source code
105 of Megaplex from Frank Schindler, based on original Supaplex engine
108 * version number set to 3.2.6.2
111 * version 3.2.6.1 released
114 * fixed bug with element_info[e].gfx_element not being initialized in
115 early game stage, causing native graphics in EMC level sets to be
116 mapped completely to EL_EMPTY (causing a blank screen when playing)
117 (this only happened when starting the program with an EMC set with
118 native graphics, but not when switching to such a set at runtime)
121 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
122 and using self-compiled, patched SDL.dll that solves this problem
123 (interim solution until release of SDL 1.2.14 that should fix this)
126 * extended backwards compatibility mode to allow already fixed bug with
127 change actions (see "2008-02-05") for existing levels (especially the
128 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
131 * reactivated workaround to prevent program crashes due to blitting to
132 the same SDL surface that apparently only occurs on Windows systems
133 (this is no final solution; this problem needs further investigation)
136 * version number set to 3.2.6.1
139 * version 3.2.6.0 released
142 * fixed behaviour of player option "no centering when relocating" which
143 was incorrect when disabled and relocation target inside visible area
144 and "no scrolling when relocating" enabled at the same time
147 * fixed problems with re-mapping players on playfield to input devices:
148 previously, players found on the level playfield were changed to the
149 players connected to input devices (for example, player 3 in the level
150 was changed to player 1 (using artwork of player 3, to be able to use
151 a player with a different color)); this had the disadvantage that CE
152 conditions using player elements did not work (because the players in
153 the level definition are different to those effectively used in-game);
154 the new system uses the same player elements as defined in the level
155 playfield and re-maps the input devices of connected players to the
156 corresponding player elements when playing the level (in the above
157 example, player 3 now really exists in the game and is moved using the
158 events from input device 1); level tapes still store the events from
159 input devices 1 to 4, which are then re-mapped to players accordingly
160 when re-playing the tape (just as it is done when playing the level)
163 * fixed bug with player relocation while the player switches an element
166 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
167 not walkable (and did not let the player enter) when in process of
168 opening, but not fully open yet (which can cause the player not being
169 able to enter the exit in EM/DC style levels in time)
172 * fixed some bugs regarding the new level/CE random seed reset options
175 * moved "level settings" and "editor settings" to two tabbed screens in
176 level editor to gain space for additional level property settings
177 * added level setting to start a level with always the same random seed
178 * added CE action "set random seed" to re-initialize random seed in game
179 (this is the only CE action that gets executed before the CE changes,
180 which is needed to use the newly set random seed during the CE change)
183 * fixed redraw problem of special editor door when playing from editor
186 * fixed initialization of gfx_element for level sketch image creation
189 * added switch for EM style dynamite "[ ] explodes with chain reaction"
190 (with default set to "on" for existing levels, but "off" for all new
191 levels), as EM style dynamite does not chain-explode in original EM
194 * added optional initial inventory for players (pre-collected elements)
195 * added change page actions "set player inventory" and "set CE artwork"
196 * added recognition of "player" parameter on change pages when player
197 actions are defined, but no trigger player in corresponding condition
198 (this resulted in actions that only affected the first player before)
199 * fixed bug with change actions being executed for newly created custom
200 elements resulting from custom element changes, when the intention was
201 only to check for change actions for the previous custom element
204 * changed design and size of element drawing area in level editor
205 * added "element used as action parameter" to element change actions
208 * added possibility to reanimate player immediately after his death
209 (for example, by "change to <player> when explosion of <player>")
212 * fixed bug with "gray" white door not being uncovered by magnifier
213 * added score for collecting (any) key to the white key config page
216 * added condition "deadly when <getting hit by>" for custom elements
217 that behaves a bit like the existing "deadly when <colliding with>",
218 but with the following differences:
219 - it only kills players or friends when it was moving before it hits
220 - it does not kill players or friends that try to run into it
223 * fixed the following change conditions where a player element is used
224 as the "element that is triggering the custom element change":
227 - explosion of <element>
229 (the last two conditions already worked partially, but only for the
230 first player, and not for the "Murphy" player when using "move of")
233 * fixed crash bug caused by accessing invalid element (with value -1)
234 in UpdateGameControlValues()
235 * fixed graphical bug when using two-tile movement animations with EMC
236 game engine without explicitly using native EMC graphics engine
239 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
240 try to push something (due to push delay) does not cause a dig action
243 * fixed bug with reference elements used as trigger elements on custom
244 element change pages not being recognized
245 * fixed bug with reference elements not being removed from the playfield
246 * added engine functionality that allows custom elements that "can dig"
247 other elements not only to do so when moving by themselves, but also
248 when being pushed by the player (therefore adding the functionality to
249 push one element over another element, replacing it with the new one)
252 * added command line function to write level sketch images to directory
255 * merged override and auto-override options into new override options
256 with a new data type than can take the values "no", "yes" and "auto"
259 * fixed growing steel wall to also leave behind steel wall instead of
260 normal, destructible wall
261 * fixed handling of rocks falling through stacks of quicksand with
262 different speed (before, the rocks just got stuck in the quicksand)
265 * fixed nasty bug with auto-override and normal override not working on
266 program startup (especially when current level set has custom artwork)
269 * version 3.2.5 released as special edition "R'n'D jue"
272 * fixed X11 crash bug when blitting masked title screens over background
275 * changed build system to support special editions (like "R'n'D jue")
276 * added (hardcoded) loading graphics for "R'n'D jue" special edition
277 * fixed X11 crash bug when scaling images with width/height less than 32
280 * added "background.PLAYING" (only visible as two-pixel border in game)
281 * added default level set for first start of special R'n'D version
282 * changed door animations for editor always behaving like "quick doors"
285 * added new custom artwork setup option "auto-override non-CE sets" for
286 automatic artwork override that is only used for level sets without
287 custom element artwork (as it does not make much sense to override
288 any artwork that redefines custom element artwork for sets using CEs)
289 * fixed default artwork for "special" R'n'D versions always using the
290 "classic" artwork as the base if base artwork is not explicitly
291 defined in "levelinfo.conf", regardless of different default artwork
292 used by the special R'n'D version -- this is needed because any such
293 custom artwork is designed using the "classic" artwork definitions as
294 the base (including menu definitions and screen positions etc., which
295 would otherwise be taken from the different special default artwork)
298 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
299 for both EMC and R'n'D graphics engine (heavy workarounds needed due
300 to massively broken handling of quicksand in R'n'D game engine)
301 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
302 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
305 * fixed small bug in toon drawing (introduced when fixing the crash bug)
308 * added graphics definition "game.panel.highscore" to display the
309 current levels current high score in the game panel
312 * version number set to 3.2.5
315 * version 3.2.4 released
318 * fixed crash bug in toon drawing functions for large step offset values
321 * fixed some problems with displaying game panel when quick-loading tape
324 * fixed (experimental only) redrawing of every tile per frame (even if
325 unneeded) for the extended (R'n'D based) EMC graphics engine
326 * added optimization to only calculate element count for panel display
327 if really needed (that is, if element count values defined on panel)
328 * fixed problem with special editor door redraw when entering main menu
331 * fixed bug with displaying background for title messages on info screen
332 * some code cleanup for the extended (R'n'D based) EMC graphics engine
335 * fixed bug with CE action "move player" always resulting in player 4
336 if there was a CE action with no trigger player (because the player
337 element was calculated by using log_2() from trigger player bits with
338 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
339 triggering player bit mask and handling all players in "move player"
340 * fixed bug when defined artwork cannot be found for artwork that has
341 default artwork cloned from other artwork (without default filename)
342 * added several fixes to the extended (R'n'D based) EMC graphics engine
345 * fixed broken editor copy and paste for custom elements between levels
348 * title messages are now also searched in graphics artwork directory;
349 those found in graphics directory have precendence over those found
350 in level directory -- this handles title messages stored in graphics
351 directories as part of the artwork set, just like title images; this
352 makes sense, as corresponding special font definitions for messages
353 are usually defined in the same graphics artwork directory, and also
354 because title images and title messages that are combined in a level
355 set introduction should usually not be separated when the level set
356 is used with a different artwork set (e.g. using "override graphics")
357 * fixed problem with door borders on main screen by first drawing doors
358 and then the corresponding border masks, but not vice versa
359 * fixed problem with artwork config entries using the value "[DEFAULT]";
360 this does not what one might expect, but sets the value to an invalid
361 value -- solution: simply ignore such entries, which results in this
362 value keeping its previous (real) default value (in general, entries
363 that should use their default value should just not be defined here)
364 * fixed problem with wrong fading area size from main menu to setup menu
367 * fixed problem with broken crumbled graphics after level set changes
368 when using R'n'D custom artwork with level sets using the EMC engine
371 * fixed invisible "joysticks deactivated ..." text on setup input screen
374 * added use of hashes created from static lists (element tokens, image
375 config, font tokens) to speed up lookup of configuration parameters
376 * fixed bug where element and graphic config token lookup was mixed up
379 * added "busy" animation when initializing program and loading artwork
380 * added initialization profiling for program startup (debugging only)
383 * fixed(?) very strange bug apparently triggered by memset() when code
384 was cross-compiled with MinGW cross-compiler for Windows XP platform
385 (this only happened when using SDL.dll also self-compiled with MinGW)
388 * added graphics engine directive "border.draw_masked_when_fading" that
389 enables/disables drawing of border mask over screen that is just faded
392 * fixed small problem with separate fading definition for game screen
395 * added additional configuration directives for setup screen draw offset
396 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
397 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
398 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
399 used to define draw offset on custom artwork selection screens and
400 "CHOOSE_OTHER" is used on all other list style selection screens, like
401 choosing game speed or screen mode for fullscreen mode)
402 * added additional configuration directives to define main menu buttons:
403 - menu.button_name and menu.button_name.active
404 - menu.button_levels and menu.button_levels.active
405 - menu.button_scores and menu.button_scores.active
406 - menu.button_editor and menu.button_editor.active
407 - menu.button_info and menu.button_info.active
408 - menu.button_game and menu.button_game.active
409 - menu.button_setup and menu.button_setup.active
410 - menu.button_quit and menu.button_quit.active
411 * added eight pure decoration graphic definitions for the game panel
414 * added support for accessing native Diamond Caves II level packages
415 * fixed displaying of game panel values for Emerald Mine game engine
416 * fixed displaying end-of-level time and score values on new game panel
419 * added game panel control to display arbitrary elements on game panel
420 * added game panel control to display custom element score (globally
421 unique for identical custom elements) either as value or as element
422 * added ".draw_masked" and ".draw_order" to game panel control drawing
425 * fixed some general bugs with handling of ".active" elements and fonts
428 * cleanup of game panel elements (some elements were not really needed)
429 * added displaying of gravity state (on/off) as new game panel control
430 * added animation for game panel elements (similar to game elements)
433 * added new pseudo game mode "PANEL" to define panel fonts and graphics
434 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
435 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
436 (else graphics would have to use ".PLAYING", which would be confusing)
437 * fixed bug when fading out to game screen with border mask defined
440 * added attribute ".tile_size" for element style game panel controls
443 * added <space> key as additional valid key to use for confirm requester
446 * improved menu fading, adding separate fading definitions for entering
447 and leaving a "content" screen (in general), and optional definitions
448 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
451 * added (currently invisible) setup option to define scroll delay value
452 * fixed small bug in priority handling when auto-detecting level start
453 position in levels without player element (but player from CE etc.)
454 * added option "game.forced_scroll_delay_value" to override user choice
455 of scroll delay value for certain level sets with "graphicsinfo.conf"
456 * replaced setup option "scroll delay: on/off" by new setup option that
457 directly allows selecting the desired scroll delay value from 0 to 8
460 * added displaying of most game panel control elements (not animated)
463 * added new configuration directives to display additional game engine
464 values on the game control panel, like the following examples:
465 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
466 - game.panel.penguins - number of penguins to rescue
467 - game.panel.level_name - level name of current level
470 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
473 * added new player option "no centering when relocating" for "invisible"
474 teleportations to level areas that look exactly the same, giving the
475 illusion that the player did not relocate at all (this was the default
476 since 3.2.3, but caused visual problems with room creation in "Zelda")
477 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
480 * improved menu fading, adding separate fading definitions for entering
481 and leaving a menu and for fading between menu and "content" screens
482 * fixed small bug with recognizing also ".font_xyz" style definitions
485 * improved menu fading, adding separate fading definitions for fading
486 between menu screens and fading between menu and "destination" screens
489 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
490 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
491 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
492 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
494 * improved title fading, allowing fading animation types "none", "fade"
495 and "crossfade" (including cross-fading of last title to main menu)
498 * added configurability of graphics, sounds and music for title screens,
499 which are separated into initial title screens (only shown once at
500 program startup) and title screens shown for a given level set; these
501 title screens can be composed of up to five title images and up to
502 five title text messages (each drawn using an optional background
503 image), also using background music and/or sounds; aspects like
504 background images, sounds and music of title screens can either be
505 defined generally (valid for all title screens) or specifically (and
506 therefore differently for each title screen) using these directives:
508 to define a background image, sound or music file for all screens:
509 - background.TITLE_INITIAL (for all title screens for game startup)
510 - background.TITLE (for all title screens for level sets)
512 to define a background image, sound or music file for a single screen:
513 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
514 - background.titlescreen_x (with x in 1,2,3,4,5)
515 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
516 - background.titlemessage_x (with x in 1,2,3,4,5)
518 to define the title screen images:
519 - titlescreen_initial_x (with x in 1,2,3,4,5)
520 - titlescreen_x (with x in 1,2,3,4,5)
522 to define the title text messages, place text files into the level set
523 directory that have the following file names:
524 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
525 - titlemessage_x.txt (with x in 1,2,3,4,5)
527 to define the properties of the text messages, either use directives
528 that affect all text messages:
529 - [titlemessage_initial].<suffix>
530 - [titlemessage].<suffix>
531 or use directives that affect single text messages:
532 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
533 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
535 valid values for <suffix> are the same as for readme.<suffix> below;
536 use ".sort_priority" (default: 0) to define an arbitrary order for
537 title images and title messages (which can therefore be mixed)
540 * added full configurability of "readme.txt" screen appearance:
541 - readme.x: <left position used with alignment>
542 - readme.y: <top position>
543 - readme.width: <maximim text width in pixels>
544 - readme.height: <maximum text height in pixels>
545 - readme.chars: <maximum number of chars per line>
546 - readme.lines: <maximum number of lines displayed>
547 - readme.align: left,center,right (default: center)
548 - readme.top: top,middle,bottom (default: top)
549 - readme.font: font name
550 - readme.autowrap: true,false (default: true)
551 - readme.centered: true,false (default: false)
552 - readme.parse_comments: true,false (default: true)
553 - readme.sort_priority: (not used here, but only for title screens)
554 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
555 default), they are automatically determined from "readme.width" and
556 "readme.height" accordingly; when they are not "-1", they have
557 precedence over "readme.width" and "readme.height"
558 * added internal ad-hoc config settings for displaying text files like
559 title messages or "readme.txt" style level set info files:
560 - .font: font name (default: readme.font)
561 - .autowrap: true,false (default: readme.autowrap)
562 - .centered: true,false (default: readme.centered)
563 - .parse_comments: true,false (default: readme.parse_comments)
564 (the leading '.' and the separating ':' are mandatory here); to use
565 these ad-hoc settings, they have to be written inside a comment, like
566 "# .autowrap: false" or "# .centered: true"; these settings then
567 override the above global settings (they can even be used more than
568 once, like "# .centered: true", then some text that should be drawn
569 centered, then "# .centered: false" to go back to non-centered text;
570 important note: after using "# .parse_comments: false", or when using
571 "readme.parse_comments: false", detecting and parsing comments inside
572 the file is disabled and comments are just printed like normal text;
573 also be aware that all automatic text size calculations are done with
574 the font defined in "readme.font", while using different fonts using
575 "# .font: <font>" inside the text file may cause unexpected results
578 * changed some numerical limits in the level editor from 255 to 999
581 * added option "system.sdl_videodriver" to select SDL video driver
582 * added output of SDL video and audio driver to "version info" page
585 * added group element drawing to IntelliDraw drawing functions
586 * fixed animation resetting problem again (last try broke Snake Bite)
587 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
590 * added new (special) "include: <filename>" directive that works in all
591 configuration files (like "graphicsinfo.conf") and that has the same
592 effect as if that directive would be replaced with the content of the
593 specified file (this can be useful to split large configuration files
594 into several smaller ones and include them from one main file, or to
595 store configuration settings that always stay the same into a separate
596 file, while including it and only add those parts that really change)
599 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
602 * fixed bug in "InitMovingField()" where treating an integer array as
603 boolean caused wrong resetting of animations while elements are moving
604 * fixed problem with resetting animations when starting element change
607 * added sort priority for order of title screens and title messages
610 * changed end of game again: do not wait for the user to press a key
611 anymore, but directly ask/confirm tape saving and go to hall of fame
612 * re-enabled quitting of lost game by pressing space or return again
613 * added blanking of mouse pointer when displaying title screens
614 * added remaining menu draw offset definitions for info sub-screens
617 * added setup option to select game speed (from very slow to very fast)
618 * improved handling of title text messages (initial and for level set)
621 * added new options "auto-wrap" and "centered" for DC2 style envelopes
624 * fixed displaying and typing of player name when it is centered
625 * added special characters to be allowed for player name (not only A-Z)
628 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
629 (newer versions of the SDL library seem to not like this anymore)
632 * added code for configuration directives for control of game panel
635 * fixed small cosmetical bug with underlining property tabs in editor
638 * fixed small drawing bug in X11FadeRectangle
639 * added new elements for newly supported Diamond Caves II levels:
640 - EM/DC style exits that disappear after passing
641 - white key and gate (one white key needed for each white gate)
642 - fake gate (there is no key to open/pass this kind of gate!)
643 - extended magic wall which also handles pearls and crystals
647 * changed maximum value for endless loop detection to a higher value
648 (some levels really used very deep recursion without being endless)
651 * added new elements for newly supported Diamond Caves II levels:
652 - growing steel walls
653 - snappable land mine
656 * added new elements for newly supported Diamond Caves II levels:
657 - steel text elements
660 * added level file loader for native Diamond Caves II levels
663 * version number set to 3.2.4
666 * version 3.2.3 released
669 * fixed malloc/free bug when updating EMC artwork entries in level list
670 * added workaround (warning and request to quit the current game) when
671 changing elements cause endless recursion loop (which would otherwise
672 freeze the game, causing a crash-like program exit on some systems)
675 * fixed nasty string overflow bug when entering too long envelope text
678 * added feedback sounds for menu navigation "menu.item.activating" and
679 "menu.item.selecting" (for highlighting and executing menu entries)
682 * improved "no scrolling when relocating" to also consider scroll delay
683 (meaning that the player is not automatically centered in this case;
684 this makes it possible to "invisibly" relocate the player to a region
685 of the level playfield which looks the same as the old level region)
686 * fixed bug with not recognizing "main.input.name.align" when active
689 * fixed bug with displaying masked borders over title screens when
690 screen fading is disabled
693 * fixed infinite loop / crash bug when killing the player while having
694 a CE with the setting "kill player X when explosion of <player X>"
695 * added special editor graphic for "char_space" to distinguish it from
696 "empty_space" when editing a level (in-game graphics still the same)
699 * fixed nasty bug with initialization only done for the first player
702 * small change to handle loading empty element/content list micro chunks
705 * uploaded pre-release (test) version 3.2.3-0 binary and source code
708 * some optimizations on startup speed by reducing initial text output
711 * added caching of custom artwork information for faster startup times
714 * fixed graphical bug when using fewer menu entries on level selection
715 screen than usual (with "menu.list_size.LEVELS" directive)
716 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
717 the backbuffer to the backbuffer by error (with identical rectangle)
720 * fixed bug when displaying titlescreen with size less than element tile
721 * fixed bug that caused elements with "change when digging <e>" event
722 to change for _every_ digged element, not only those specified in <e>
723 * fixed bug that caused impact style collision when dropping element one
724 tile over the player that can both fall down and smash players
725 * fixed bug that caused impact style collision when element changed to
726 falling/smashing element over the player immediately after movement
729 * fixed bug that allowed making engine snapshots from the level editor
732 * fixed bugs with player name and current level positions on main screen
735 * added configuration directives for control of title screens:
736 - "title.fade_delay" for fading time
737 - "title.post_delay" for pause between screens (when not crossfading)
738 - "title.auto_delay" to automatically continue after some time
739 these settings can each be overridden by specifying them with titles:
740 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
741 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
742 fading mode can also be specified:
743 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
744 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
745 default is using normal fading for menues and initial title screens,
746 while using cross-fading for level set title screens
747 * fixed bug with background not drawn in Hall of Fame after game was won
750 * added configuration directives for the remaining main menu items
753 * added additional configuration directives for info screen draw offset:
754 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
755 * added additional configuration directives for preview info text
756 * limited mouse wheel sensitive screen area to scrollable screen area
759 * added highlighted menu text entries to menu navigation when selected
762 * fixed bug that prevented player from correctly being created in the
763 top left corner by a custom element change in a level without player
764 * fixed bug that prevented player from being killed when indestructible,
765 non-walkable element is placed on player position by extended change
766 * added configurable menu button, text and input positions to main menu
769 * added page fading effects for remaining info sub-screens
770 * fixed small bug that caused some delays when answering door request
773 * added directives "border.draw_masked.*" for menu/playfield area and
774 door areas to display overlapping/masked borders from "global.border"
777 * fixed bug with CE with move speed "not moving" not being animated
778 * when changing player artwork by CE action, reset animation frame
781 * fixed bug with not unmapping main menu screen gadgets on other screens
782 * fixed bug with un-pausing a paused game by releasing still pressed key
783 * fixed bug with not redrawing screen when toggling to/from fullscreen
784 mode while fast reloading tape (without redrawing playfield contents)
785 * fixed bug with quick-saving tape snapshot despite answering with "no"
788 * version number set to 3.2.3
791 * version 3.2.2 released
794 * fixed bug with redrawing screen in fullscreen mode after quick tape
795 reloading when using the EMC game engine
796 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
799 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
802 * added engine snapshot functionality for instant tape reloading (this
803 only works for the last tape saved using "quick save", and does not
804 work across program restarts, because it completely works in memory)
807 * version number set to 3.2.2
810 * version 3.2.1 released
813 * fixed nasty bugs with handling error message file on Mac OS X systems
816 * general code cleanup (removing many annoying "#if 0" blocks etc.)
819 * fixed bug that caused broken tapes when manually appending to tapes
820 using the "pause before death" functionality, followed by recording
821 * added setup option to disable fading of screens for faster testing
824 * code cleanup of new fading functions
827 * changed behaviour after solved game -- do not immediately stop engine
828 * added some more smooth screen fadings (game start, hall of fame etc.)
831 * fixed bug with displaying pushed CE with value/score/delay anim_mode
834 * added configurable level preview position, tile size and dimensions
835 * added configurable game panel value positions (gems, time, score etc.)
838 * fixed small bug with time displayed incorrectly when collecting CEs
841 * fixed bug with bumpy scrolling with EM engine in double player mode
844 * added compatibility code to fix "Snake Bite" style levels that were
845 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
848 * fixed bug with scrollbars inside editor when using the Windows mouse
849 enhancement tool "True X-Mouse" (which injects key events to the event
850 queue to insert selected stuff into the Windows clipboard, which gets
851 confused with the "Insert" key for jumping to the last editor cascade
852 block in the element list)
853 * added Rocks'n'Diamonds icon for use as window icon to SDL version
854 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
857 * added selection of preferred fullscreen mode to setup / graphics menu
858 (useful if default mode 800 x 600 does not match screen aspect ratio)
861 * improved down-scaling of images for better editor and preview graphics
862 * changed user data directory for Mac OS X from Unix style to new place
865 * improved level number selection in main menu and player selection in
866 setup menu (input devices section) by using standard button gadgets
867 * added support for mouse scroll wheel (caused buggy behaviour before)
868 * added support for scrolling horizontal scrollbars with mouse wheel by
869 holding "Shift" key pressed while scrolling the wheel
870 * added support for single step mouse wheel scrolling by holding "Alt"
871 key pressed while scrolling the wheel (can be combined with "Shift")
872 * changed output file "stderr.txt" on Windows platform now always to be
873 created in the R'n'D sub-directory of the personal documents directory
874 * added Windows message box to direct to "stderr.txt" after error aborts
877 * improved general scrollbar handling (when jump-scrolling scrollbars)
880 * changed scrollbars to always show last line as first after scrolling
881 (that means jumping n - 1 screen lines instead of n screen lines)
884 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
885 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
886 * fixed special handling of vertically stacked acid becoming fake acid
889 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
890 affect multiple instances of the same CE, although this kind of
891 change condition usually only affects one single custom element
894 * version number set to 3.2.1
897 * version 3.2.0 released
900 * reorganized level editor element list a bit to match engines better
903 * fixed newly introduced bug with wrongly initializing clipboard element
906 * fixed bug with displaying visible/invisible level border in editor
909 * reorganized some elements in the level editor element list
912 * fixed bug with displaying any player as "yellow" when moving into acid
913 * fixed bug with displaying running player when player stopped at border
916 * fixed bug with player exploding when moving into acid
917 * fixed bug with level settings being reset in editor and when playing
918 (some compatibility settings being set not only after level loading)
919 * fixed crash bug when number of custom graphic frames was set to zero
920 * fixed bug with teleporting player on walkable tile not working anymore
921 * added partial compatibility support for pre-release-only "CONF" chunk
922 (to make Alan Bond's "color cycle" demo work again :-) )
925 * fixed some bugs when displaying title screens from info screen menu
926 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
929 * changed file major version to 3 to reflect level file format changes
930 * uploaded pre-release (test) version 3.2.0-8 binary and source code
933 * added new chunk "NAME" to level file format for level name settings
934 * added new chunk "NOTE" to level file format for envelope settings
935 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
936 * updated magic(5) file to recognize changed and new level file chunks
937 * removed change events "change when CE value/score changes" as unneeded
940 * changed gravity (which only affects the player) from level property
941 to player property (only makes a difference in multi-player levels)
942 * added change events "change when CE value/score changes"
943 * added change events "change when CE value/score changes of <element>"
946 * added new chunk "INFO" to level file format for global level settings
947 * added all element settings from "HEAD" chunk to "CONF" chunk
948 * added all global level settings from "HEAD" chunk to "INFO" chunk
951 * changed level file format by adding two new chunks "CUSX" (for custom
952 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
953 elements, replacing the previous "GRP1" chunk); these new IFF style
954 chunks use the new and flexible "micro chunks inside chunks" technique
955 already used with the new "CONF" chunk (for normal element properties)
956 which makes it possible to easily extend the existing level format
957 (instead of using fixed-length chunks like before, which are either
958 too big due to reserved bytes for future use, or too small when those
959 reserved bytes have all been used and even more data should be stored,
960 requiring the replacement by new and larger chunks just like it went
961 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
964 * added credits pages to the "credits" section that were really missing
965 * added some missing element descriptions to the level editor
966 * added down position of switchgate switch to the level editor
967 and allowed the use of both switch positions at the same time
968 * changed use of "Insert" and "Delete" keys to navigate element list in
969 level editor to start of previous or next cascading block of elements
972 * added the possibility to view the title screen to the info screen menu
973 * fixed some minor bugs with viewing title screens
976 * fixed bug with title (cross)fading in/out when using fullscreen mode
979 * fixed bug that forced re-defining of menu settings in local graphics
980 config file which are already defined in existing base config file
981 * fixed small bug that caused door sounds playing when music is enabled
984 * added the possibility to define up to five title screens for each
985 level set that are displayed after loading using (cross)fading in/out
986 (this was added to display the various start images of the EMC sets)
989 * added "CE score gets zero [of]" to custom element trigger conditions
990 * added setup option to display element token name in level editor
993 * added compatibility code for Juergen Bonhagen's menu artwork settings
996 * fixed bug with displaying wrong animation frame 0 after CE changes
997 * fixed bug with creating invisible elements when light switch is on
1000 * added selection between ECS and AGA graphics for EMC levels to setup
1003 * adjusted font handling for various narrow EMC style fonts
1006 * changed EM engine behaviour back to re-allow initial rolling springs
1009 * fixed handling of over-large selectboxes (less error-prone now)
1010 * fixed bug when creating GE with walkable element under the player
1013 * added use of "Insert" and "Delete" keys to navigate element list in
1014 level editor to start of custom elements or start of group elements
1015 * added virtual elements to access CE value and CE score of elements:
1016 - "CE value of triggering element"
1017 - "CE score of triggering element"
1018 - "CE value of current element"
1019 - "CE score of current element"
1022 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1025 * changed behaviour of network games with internal errors (because of
1026 different client frame counters) from immediately terminating R'n'D
1027 to displaying an error message requester and stopping only the game
1028 (also to prevent impression of crashes under non command-line runs)
1029 * fixed playing network games with the EMC engine (did not work before)
1030 * fixed bug with not scrolling the screen in multi-player mode with the
1031 focus on player 1 when all players are moving in different directions
1032 * fixed bug with keeping pointer to gadget even after its deallocation
1033 * fixed bug with allowing "focus on all players" in network games
1034 * fixed bug with player focus when playing tapes from network games
1037 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1040 * code cleanup for game action control for R'n'D and EMC game engine
1043 * fixed bug in multi-player movement with focus on both players
1044 * added option to control only the focussed player with all input
1047 * added player focus switching to level tape recording and re-playing
1050 * fixed some bugs in player focus switching in EMC and RND game engine
1053 * added special Supaplex animations for Murphy digging and snapping
1054 * added special Supaplex animations for Murphy being bored and sleeping
1057 * added four new yam yams with explicit start direction for EMC engine
1058 * fixed bug in src/libgame/text.c with printing text outside the window
1061 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1064 * added delayed ignition of EM style dynamite when used in R'n'D engine
1065 * added limited movement range to EMC engine when focus on all players
1068 * fixed bug with missing (zero) score values for native Supaplex levels
1071 * added "continuous snapping" (snapping many elements while holding the
1072 snap key pressed, without releasing the snap key after each element)
1073 as a new player setting for more compatibility with the classic games
1076 * finished scrolling for "focus on all players" in EMC graphics engine
1079 * level sets with "levels: 0" are ignored for levels, but not artwork
1080 * fixed bug when scanning empty level group directories (endless loop)
1083 * fixed bug with explosion graphic for player using "Murphy" graphic
1084 * fixed bug with explosion graphic if player leaves explosion in time
1085 * changed some descriptive text in setup menu to use medium-width font
1086 * added key shortcut settings for switching player focus to setup menu
1089 * fixed bug with random value initialization when recording tapes
1090 * fixed bug with playing single player tapes when team mode activated
1093 * fixed little bug when trying to switch to player that does not exist
1096 * added player switching (visual and quick) to R'n'D and EM game engine
1097 * added setup option to select visual or quick in-game player switching
1100 * added use of "Home" and "End" keys to handle element list in editor
1103 * fixed bug with adding score when playing tape with EMC game engine
1104 * added steel wall border for levels using EMC engine without border
1105 * finally fixed delayed scrolling in EMC engine also for small levels
1108 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1111 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1112 * fixed bug when displaying info element without action, but direction
1115 * fixed minor graphical problems with springs smashing and slurping
1116 (when using R'n'D style graphics instead of EMC style graphics)
1119 * added scroll delay (as configured in setup) to EMC graphics engine
1122 * improved screen redraw for EMC graphics engine (faster and smoother)
1123 * when not scrolling, do not redraw the whole playfield if not needed
1126 * added multi-player mode for EMC game engine (with up to four players)
1129 * added android (can clone elements) from EMC engine to R'n'D engine
1132 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1135 * added selectbox for initial player speed to player settings in editor
1138 * version 3.1.2 created that is basically version 3.1.1, but with a
1139 major bug fixed that prevented editing your own private levels
1140 * version 3.1.2 released
1143 * added magic ball (creates elements) from EMC engine to R'n'D engine
1146 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1149 * fixed bug when using "CE can leave behind <trigger element>"
1150 * added new change condition "(after/when) creation of <element>"
1151 * added new change condition "(after/when) digging <element>"
1152 * fixed bug accessing invalid gadget that caused crashes under Windows
1153 * deactivated new possibility for multiple CE changes per frame
1156 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1159 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1160 * fixed bug with not keeping CE value for moving CEs with only action
1161 * changed CE action selectboxes in editor to be only reset when needed
1164 * added option "use artwork from element" for custom player artwork
1165 * added option "use explosion from element" for player explosions
1168 * added cascaded element lists in the level editor
1169 * added persistence for cascaded element lists by "editorcascade.conf"
1170 * added dynamic element list with all elements used in current level
1171 * added possibility for multiple CE changes per frame (experimental)
1174 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1177 * changed "score for each 10 seconds/steps left" to "1 second/step"
1178 * added own score for collecting "extra time" instead of sharing it
1179 * added change events "switched by player" and "player switches <e>"
1180 * added change events "snapped by player" and "player snaps <e>"
1181 * added "set player artwork: <element choice>" to CE action options
1182 * added change event "move of <element>"
1185 * added "set player shield: off / normal / deadly" to CE action options
1186 * added new player option "use level start element" in level editor
1187 to set the correct focus at level start to elements from which the
1188 player is created later (this did not work before for cascaded CE
1189 changes resulting in creation of the player; it is now also possible
1190 to create the player from a yam yam which is smashed at level start)
1193 * added "set player speed: frozen (not moving)" to CE action options
1194 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1197 * added new player option "block snap field" (enabled by default) to
1198 make it possible to show a snapping animation like in Emerald Mine
1201 * added dynamic selectboxes to custom element action settings in editor
1202 * added "CE value" counter for custom elements (instead of "CE count")
1203 * added option to use the last "CE value" after custom element change
1204 * added option to use the "CE value" of other elements in CE actions
1205 * fixed odd behaviour when pressing time orb in levels w/o time limit
1206 * added checkbox "use time orb bug" for older levels that use this bug
1209 * added missing configuration settings for the following elements:
1210 - EL_TIMEGATE_SWITCH (time of open time gate)
1211 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1212 - EL_SHIELD_NORMAL (time of shield duration)
1213 - EL_SHIELD_DEADLY (time of shield duration)
1214 - EL_EXTRA_TIME (time added to level time)
1215 - EL_TIME_ORB_FULL (time added to level time)
1218 * added "wind direction" as a movement pattern for custom elements
1219 * added initial wind direction for balloon / custom elements to editor
1220 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1223 * added parameters for "game of life" and "biomaze" elements to editor
1226 * added level file chunk "CONF" for generic level and element settings
1229 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1232 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1233 * added sound action ".page[1]" to ".page[32]" for each CE change page
1236 * added image config suffix ".clone_from" to copy whole image settings
1237 * fixed bug with invalid ("undefined") CE settings in old level files
1240 * fixed graphical bug with smashing elements falling faster than player
1243 * fixed major bug which prevented private levels from being edited
1244 * fixed bug with precedence of general and special font definitions
1247 * fixed graphical bug with player animation when player moves slowly
1250 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1253 * fixed bug which prevented "global.num_toons: 0" from working
1256 * major code cleanup (removed all these annoying "#if 0" blocks)
1259 * added custom element actions for CE change page in level editor
1262 * fixed music initialization bug in init.c (thanks to David Binderman)
1263 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1264 (this bug must probably be fixed at other places, too)
1267 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1268 (should be '#include <SDL.h>' instead)
1271 * fixed bug which prevented "walkable from no direction" from working
1272 (due to compatibility code overwriting this setting after loading)
1275 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1278 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1279 * version 3.1.1 released
1282 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1283 on 64-bit architecture systems with LP64 data model
1286 * fixed bug with bombs not exploding when hitting the last level line
1287 (introduced after the release of 3.1.0)
1290 * added support for dumping small-sized level sketches from editor
1293 * added recognition of "trigger element" for "change digged element to"
1294 (this is not really what the "trigger element" was made for, but its
1295 use may seem obvious for leaving back digged elements unchanged)
1298 * fixed multiple warnings about failed joystick device initialization
1301 * fixed bug with dynamite dropped on top of just dropped custom element
1302 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1303 dynamite can still be dropped, but drop key must be released before
1306 * fixed bug with wrong start directory when started from file browser
1307 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1310 * fixed bug causing "change when impact" on player not working
1311 * fixed wrong priority of "hitting something" over "hitting <element>"
1312 * fixed wrong priority of "hit by something" over "hit by <element>"
1315 * fixed graphical bug which caused the player (being Murphy) to show
1316 collecting animations although the element was collected by penguin
1319 * fixed two bugs causing wrong door background graphics in system.c
1320 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1323 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1324 * added "no direction" to "walkable/passable from" selectbox options
1327 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1328 * in tape autoplay, not only report broken, but also missing tapes
1331 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1334 * fixed small bug with "linear" animation not working for active lamp
1337 * fixed bug with moving up despite gravity due to "block last field"
1338 * fixed small bug with wrong draw offset when typing name in main menu
1339 * when reading user names from "passwd", ignore data after first comma
1340 * when creating new "levelinfo.conf", only write some selected entries
1343 * fixed displaying "imported from/by" on preview with empty string
1344 * fixed ignoring draw offset for fonts used for level preview texts
1347 * fixed a delay problem with SDL and too many mouse motion events
1348 * added setup option "skip levels" and level skipping functionality
1351 * added move speed "not moving" for non-moving CEs, but with direction
1354 * fixed mapping of obsolete element token names in "editorsetup.conf"
1355 * fixed bug with sound "acid.splashing" treated as a loop sound
1356 * fixed some little sound bugs in native EM engine
1359 * fixed small bug when dragging scrollbars to end positions
1362 * added editor element descriptions written by Aaron Davidson
1365 * improved fallback handling when configured artwork is not available
1366 (now using default artwork instead of exiting when files not found)
1369 * fixed bug on level selection screen when dragging scrollbar
1372 * fixed bug which caused broken tapes when appending to EM engine tapes
1375 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1378 * added code to replace changed artwork config tokens with other tokens
1379 (needed for backwards compatibility, so that older tokens still work)
1382 * added native R'n'D graphics for some new EMC elements in EM engine
1385 * fixed some bugs in the EM engine integration code
1386 * changed EM engine code to allow diagonal movement
1387 * changed EM engine code to allow use of separate snap and drop keys
1390 * fixed some redraw bugs when using EM engine
1393 * fixed bug with not converting RND levels which are set to use native
1394 engine to native level structure when loading
1397 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1400 * version number set to 3.2.0
1403 * level data now reset to defaults after attempt to load invalid file
1406 * added use of "editorsetup.conf" for different level sets
1409 * added auto-detection for various types of Emerald Mine level files
1412 * fixed bug with scrollbars getting too small when list is very large
1415 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1418 * added most level editor configuration gadgets for new EMC elements
1421 * added more element and graphic definitions for new EMC elements
1424 * modified native EM engine to use integrated R'n'D sound system
1427 * added SDL support to graphics functions in native EM engine
1428 (by always using generic libgame interface functions)
1431 * fixed bug in frame synchronization in native EM engine
1434 * added code to convert levels between R'n'D and native EM engine
1437 * new Emerald Mine engine can now play levels selected in main menu
1440 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1441 (which creates scaled down graphics for level editor and preview);
1442 there's still a memory leak somewhere in the artwork handling code
1443 * added "scale image up" functionality to X11 version of zoom function
1446 * first attempts to integrate new, native Emerald Mine Club engine
1449 * fixed bug in gadget code which caused reset of CEs in level editor
1450 (example: pressing 'b' [grab brush] on CE config page erased values)
1451 (solution: check if gadgets in ClickOnGadget() are really mapped)
1452 * improved level change detection in editor (settings now also checked)
1453 * fixed bug with "can move into acid" and "don't collide with" state
1456 * fixed maze runner style CEs to use the configured move delay value
1459 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1462 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1463 * fixed the above fix because it broke level set "machine" (*sigh*)
1464 * fixed random element placement in level editor to work as expected
1465 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1468 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1471 * fixed bug (missing array boundary check) which caused broken tapes
1472 * fixed bug (when loading level template) which caused broken levels
1473 * fixed bug with new block last field code when using non-yellow player
1476 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1477 * internal change of how the player blocks the last field when moving
1478 * fixed blocking delay of last field for EM and SP style block delay
1479 * fixed bug where the player had to wait for the usual move delay after
1480 unsuccessfully trying to move, when he directly could move after that
1481 * the last two changes should make original Supaplex level 93 solvable
1482 * improved use of random number generator to make it less predictable
1483 * fixed behaviour of slippery SP elements to let slip left, then right
1486 * fixed bug with wrong door state after trying to quickload empty tape
1487 * fixed waste of static memory usage of the binary, making it smaller
1488 * fixed very little graphical bug in Supaplex explosion
1491 * version number set to 3.1.1
1494 * version 3.1.0 released
1497 * fixed bug with crash when writing user levelinfo.conf the first time
1500 * added option "convert LEVELDIR [NR]" to command line batch commands
1501 * re-converted Supaplex levels to apply latest engine fixes
1502 * changed "use graphic/sound of element" to "use graphic of element"
1503 due to compatibility problems with some levels ("bug machine" etc.)
1506 * fixed bug with CE change replacing player with same or other player
1509 * fixed bug with opaque font in envelope with background graphic when
1510 background graphic is not transparent itself
1513 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1514 * corrected original Supaplex level loading code to use these new ports
1515 * also corrected Supaplex loader to auto-count infotrons if set to zero
1518 * fixed bug with missing initialization of "modified" flag for GEs
1521 * fixed bug that caused endless recursion loop when relocating player
1522 * fixed tape recorder bug in "step mode" when using "pause before end"
1523 * fixed tape recorder bug when changing from "warp forward" mode
1526 * fixed bug with "when touching" for pushed elements at last position
1529 * fixed bug that caused two activated toolbox buttons in level editor
1530 * fixed bug with exploding dynabomb under player due to other explosion
1533 * fixed bug with creating walkable custom element under player (again)
1534 * fixed bug with not copying explosion type when copying CEs in editor
1535 * fixed graphical bug when drawing player in setup menu (input devices)
1536 * fixed graphical bug when the player is pushing an accessible element
1537 * fixed bug with classic switchable elements triggering CE changes
1538 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1539 * fixed crash bug when CE leaves behind the trigger player element
1542 * fixed bug with broken tubes after placing/exploding dynamite in them
1543 * fixed bug with exploding dynamite under player due to other explosion
1544 * fixed bug with not resetting push delay under certain circumstances
1547 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1548 * added network multiplayer code for Windows (thanks to Niko Böhm)
1551 * added option "reachable despite gravity" for gravity movement
1552 * changed gravity movement of most classic walkable and passable
1553 elements back to "not reachable" (for compatibility reasons)
1556 * fixed (removed) "indestructible" / "can explode" dependency in editor
1557 * fixed (removed) "accessible inside" / "protected" dependency
1558 * fixed (removed) "step mode" / "shield time" dependency
1561 * fixed dynabombs exploding now into anything diggable
1562 * fixed Supaplex style gravity movement into buggy base now impossible
1563 * added pressing key "space" as valid action to select menu options
1566 * added "replace when walkable" to relocate player to walkable element
1567 * added "enter"/"leave" event for elements affected by relocation
1568 * fixed "direct"/"indirect" change order also for "when change" event
1569 * fixed graphical bug when pushing things from elements walkable inside
1572 * fixed graphic bug when player is snapping while moving in old levels
1573 * fixed bug when a moving custom element leaves a player element behind
1574 * fixed bug with mole not disappearing when moving into acid pool
1575 * fixed bug with incomplete path setting when using "--basepath" option
1576 * moving CE can now leave walkable elements behind under the player
1577 * when relocating, player can be set on walkable element now
1578 * fixed another gravity movement bug
1581 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1584 * added "collectible" and "removable" to extended replacement types
1585 (where "removable" replaces "diggable" and "collectible" elements)
1586 * added "collectible & throwable" (to throw element to the next field)
1587 * fixed bug with CEs digging elements that are just about to explode
1588 * changed mouse cursor now always being visible when game is paused
1591 * added possibility to push/press accessible elements from a side that
1593 * fixed bug with not setting actual date when appending to tape
1596 * fixed bug with incorrectly initialized custom element editor graphics
1599 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1600 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1603 * fixed bug with destroyed robot wheel still attracting robots forever
1604 * fixed bug with time gate switch deactivating after robot wheel time
1605 (while the time gate itself is not affected by this misbehaviour)
1606 * changed behaviour of BD style amoeba to always get blocked by player
1607 (before it was different when there were non-BD elements in level)
1608 * fixed bug with player destroying indestructable elements with shield
1611 * added option to make growing elements grow into anything diggable
1612 (for the various amoeba types, biomaze and "game of life")
1615 * fixed bug with movable elements not moving after left behind by CEs
1616 * changed gravity movement to anything diggable, not only sand/base
1617 * optionally allowing passing to walkable element, not only empty space
1618 * added option "can pass to walkable element" for players
1619 * finally fixed gravity movement (hopefully)
1622 * fixed bug with movable elements not moving anymore after falling down
1625 * fixed another bug with custom elements digging and leaving elements
1626 * fixed bug with "along left/right side" and automatic start direction
1627 * trigger elements now also displayed when "more custom" deactivated
1628 * fixed bug with clipboard element initialized when loading new level
1629 * added option "drop delay" to set delay before dropping next element
1632 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1635 * added copy and paste functions for custom change pages
1636 * enhanced graphical display and functionality of tape recorder
1637 * fixed bug with custom elements digging and leaving elements
1640 * added move speed faster than "very fast" for custom elements
1641 * fixed bug with 3+3 style explosions and missing border content
1642 * fixed little bug when copying custom elements in the editor
1643 * enhanced custom element changes by more side trigger actions
1646 * added option "no scrolling when relocating" for instant teleporting
1647 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1650 * added trigger element and trigger player to use as target elements
1651 * added copy and paste functions for custom and group elements
1654 * fixed graphical bug when displaying explosion animations
1655 * fixed bug when appending to tapes, resulting in broken tapes
1656 * re-recorded a few tapes broken by fixing gravity checking bug
1659 * "can move into acid" property now for all elements independently
1660 * "can fall into acid" property for player stored in same bitfield now
1661 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1662 * version number set to 3.1.0 (finally!)
1665 * changed tape recording to only record input, not programmed actions
1668 * fixed totally broken (every 8th frame skipped) step-by-step recording
1669 * fixed bug with requester not displayed when quick-loading interrupted
1670 * added option "can fall into acid (with gravity)" for players
1671 * fixed bug with player not falling when snapping down with gravity
1674 * fixed bug which messed up key config when using keypad number keys
1677 * fixed bug which allowed moving upwards even when gravity was active
1678 * fixed bug with missing error handling when dumping levels or tapes
1681 * added different colored editor graphics for Supaplex gravity tubes
1684 * fixed bug that allowed solvable tapes for unsolvable levels
1687 * use unlimited number of droppable elements when "count" set to zero
1688 * added option to use step limit instead of time limit for level
1691 * added player and change page as trigger for custom element change
1694 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1697 * fixed bug with dark yamyam changing to acid when moving over acid
1698 * fixed handling of levels with more than 999 seconds level time
1699 (example: level 76 of "Denmine")
1702 * "spring push bug" reintroduced as configurable element property
1703 * fixed bug with missing properties for "mole"
1704 * fixed bug that showed up when fixing the above "mole" properties bug
1705 * added option "can move into acid" for all movable elements
1706 * fixed graphical bug for elements moving into acid
1707 * changed event handling to handle all pending events before going on
1710 * fixed bug which caused all CE change pages to be ignored which had
1711 the same change event, but used a different element side
1712 (reported by Simon Forsberg)
1714 * fixed bug which caused elements that can move and fall and that are
1715 transported by a conveyor belt to continue moving into that direction
1716 after leaving the conveyor belt, regardless of their own movement
1717 type; only elements which can not move are transported now
1718 (reported by Simon Forsberg)
1720 * fixed bug which could cause an array overflow in RelocatePlayer()
1721 (reported by Niko Böhm)
1723 * changed Emerald Mine style "passable / over" elements to "protected"
1724 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1726 * added new option to select from which side a "walkable/passable"
1727 element can be entered
1730 * added explosion and ignition delay for elements that can explode
1733 * fixed bug which caused player not being protected against enemies
1734 when a CE was "walkable / inside" and was not "indestructible"
1735 * added "walkable/passable" fields to be "protected/unprotected"
1736 against enemies, even if not accessible "inside" but "over/under"
1739 * corrected move pattern to 32 bit and initial move direction to 8 bit
1742 * added second custom element base configuration page
1745 * added some special EMC mappings to Emerald Mine level loader
1746 (also covering previously unknown element in level 0 of "Bondmine 8")
1749 * added option to block last field when player is moving (for Supaplex)
1750 * adjusted push delay of Supaplex elements
1751 * removed delays for envelopes etc. when replaying with maximum speed
1752 * fixed bug when dropping element on a field that just changed to empty
1755 * fixed bug: infotrons can now smash yellow disks
1756 * fixed bug: when gravity active, port above player can now be entered
1757 * removed "one white dot" mouse pointer which irritated some people
1760 * added "choice type" for group element selection
1763 * fixed bug with initial invulnerability of non-yellow player
1766 * added level loader for loading native Supaplex packed levels
1767 (including multi-part levels like the "splvls99" levels)
1770 * fixed bug which allowed creating emeralds by escaping explosions
1773 * custom elements can change (limited) or leave (unlimited) elements
1774 * finally added multiple matches using group elements
1775 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1778 * added new start movement type "previous" for continued CE movement
1779 * added new start movement type "random" for random CE movement start
1782 * added new element "sokoban_field_player" needed for Sokoban levels
1783 (thanks to Ed Booker for pointing this out!)
1786 * added elements that can be digged or left behind by custom elements
1789 * added group elements for multiple matches and random element creation
1792 * fixed some graphical errors displayed in old levels
1795 * fixed wrong double speed movement after passing closing gates
1798 * added level loader for loading native Emerald Mine levels
1801 * changes for "shooting" style CE movement
1804 * Happy New Year! ;-)
1807 * changed default snap/drop keys from left/right Shift to Control keys
1810 * fixed bug with dead player getting reanimated from custom element
1813 * fixed bug with wrong penguin graphics (when entering exit)
1816 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1819 * version number set to 3.0.9
1822 * version 3.0.8 released
1825 * added function checked_free()
1828 * fixed bug with double nut cracking sound
1829 (by eliminating "default element action sound" assignment in init.c)
1832 * fixed crash when no music info files are available
1835 * fixed boring and sleeping sounds
1838 * added "maze runner" and "maze hunter" movement types
1839 * added extended collision conditions for custom elements
1842 * added warnings for undefined token values in artwork config files
1845 * added menu entry for level set information to the info screen
1848 * fixed bug with wrong default impact sound for colored emeralds
1851 * added several sub-screens for the info screen
1852 * menu text now also clickable (not only blue/red sphere left of it)
1855 * added configurable "bored" and "sleeping" animations for the player
1856 * added "awakening" sound for player when waking up after sleeping
1859 * added "copy" and "exchange" functions for custom elements to editor
1862 * added configurable element animations for info screen
1865 * added configurable music credits for info screen
1868 * finally fixed tape recording when player is created from CE change
1871 * added "editorsetup.conf" for editor element list configuration
1874 * added "musicinfo.conf" for menu and level music configuration
1877 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1878 (that only showed up on Linux, but not on Windows systems)
1881 * fixed turning movement of butterflies and fireflies (no frame reset)
1882 * enhanced sniksnak turning movement (two steps instead of only one)
1885 * version number set to 3.0.8
1888 * version 3.0.7 released
1891 * fixed reset of player animation frame when, for example,
1892 walking, digging or collecting share the same animation
1893 * fixed CE with "deadly when touching" exploding when touching amoeba
1896 * fixed tape recording when player is created from CE element change
1899 * introduced "turning..." action graphic for elements with move delay
1900 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1901 * added turning animations for bug, spaceship and sniksnak
1904 * prevent "extended" changed elements from delay change in same frame
1907 * fixed bug when pushing element that can move away to the side
1908 (like pushing falling elements, but now with moving elements)
1911 * finally fixed serious bug in code for delayed element pushing (again)
1914 * unavailable setup options now marked as "n/a" instead of "off"
1915 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1916 to "true", levels are always played with the latest game engine,
1917 which is desired for levels that are imported from other games; all
1918 other levels are played with the engine version stored in level file
1919 (which is normally the engine version the level was created with)
1922 * fixed serious bug in code for delayed element pushing
1923 * fixed little bug in animation frame selection for pushed elements
1924 * speed-up of reading config file for verbose output
1927 * added configuration option for opening and closing Supaplex exit
1928 * added configuration option for moving up/down animation for Murphy
1929 * fixed incorrectly displayed animation for attacking dragon
1930 * fixed bug with not setting initial gravity for each new game
1931 * fixed bug with teleportation of player by custom element change
1932 * fixed bug with player not getting smashed by rock sometimes
1935 * version number set to 3.0.7
1938 * version 3.0.6 released
1941 * added support for MP3 music for SDL version through SMPEG library
1944 * fixed bug when initializing font graphic structure
1945 * fixed bug with animation mode "pingpong" when using only 1 frame
1946 * fixed bug with extended change target introduced in 3.0.5
1947 * fixed bug where passing over moving element doubles player speed
1948 * fixed bug with elements continuing to move into push direction
1949 * fixed bug with duplicated player when dropping bomb with shield on
1950 * added "switching" event for custom elements ("pressing" only once)
1951 * fixed switching bug (resetting flag when not switching but not idle)
1954 * fixed element tokens for certain file elements with ".active" etc.
1957 * version number set to 3.0.6
1960 * version 3.0.5 released
1963 * now four envelope elements available
1964 * font, background, animation and sound for envelope now configurable
1965 * main menu doors opening/closing animation type now configurable
1968 * active/inactive sides configurable for custom element changes
1969 * new movement type "move when pushed" available for custom elements
1972 * fixed bug in multiple config pages loader code that caused crashes
1975 * enhanced (remaining low-resolution) Supaplex graphics
1978 * version number set to 3.0.5
1981 * version 3.0.4 released
1983 2003-09-12 src/tools.c
1984 * fixed bug in custom definition of crumbled element graphics
1986 2003-09-11 src/files.c
1987 * fixed bug in multiple config pages code that caused crashes
1990 * version number set to 3.0.4
1993 * version 3.0.3 released
1996 * added music to Supaplex classic level set
1998 2003-09-07 src/libgame/misc.c
1999 * added support for loading various music formats through SDL_mixer
2001 2003-09-06 (various source files)
2002 * fixed several nasty bugs that may have caused crashes on some systems
2003 * added envelope content which gets displayed when collecting envelope
2004 * added multiple change event pages for custom elements
2006 2003-08-24 src/game.c
2007 * fixed problem with player animation when snapping and moving
2009 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2010 * fixed problem with flickering when drawing toon animations
2012 2003-08-23 src/libgame/sdl.c
2013 * fixed problem with setting mouse cursor in SDL version in fullscreen
2015 2003-08-23 src/game.c
2016 * fixed bug (missing array boundary check) which could crash the game
2019 * version number set to 3.0.3
2022 * version 3.0.2 released
2024 2003-08-21 src/game.c
2025 * fixed bug with creating inaccessible elements at player position
2027 2003-08-20 src/init.c
2028 * fixed bug with not finding current level artwork directory
2030 2003-08-20 src/files.c
2031 * fixed bug with choosing wrong engine version when playing tapes
2032 * fixed bug with messing up custom element properties in 3.0.0 levels
2035 * version number set to 3.0.2
2038 * version 3.0.1 released
2040 2003-08-17 (no source files affected)
2041 * changed all "classic" PCX image files with 16 colors or less to
2042 256 color (8 bit) storage format, because the Allegro game library
2043 cannot handle PCX files with less than 256 colors (contributed
2044 graphics are not affected and might look wrong in the DOS version)
2046 2003-08-16 src/init.c
2047 * fixed bug which (for example) crashed the level editor when defining
2048 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2049 (only set to default) -- invalid graphics now set to default graphic
2051 2003-08-16 src/init.c
2052 * fixed graphical bug of player digging/collecting/snapping element
2053 when no corresponding graphic/animation is defined for this action,
2054 resulting in player being drawn as EL_EMPTY (which should only be
2055 done to elements being collected, but not to the player)
2057 2003-08-16 src/game.c
2058 * fixed small graphical bug of player not totally moving into exit
2060 2003-08-16 src/libgame/setup.c
2061 * fixed bug with wrong MS-DOS 8.3 filename conversion
2063 2003-08-16 src/tools.c
2064 * fixed bug with invisible mouse cursor when pressing ESC while playing
2066 2003-08-16 (various source files)
2067 * added another 128 custom elements (disabled in editor by default)
2069 2003-08-16 src/editor.c
2070 * fixed NULL string bug causing Solaris to crash in sprintf()
2072 2003-08-16 src/screen.c
2073 * fixed drawing over scrollbar on level selection with custom fonts
2075 2003-08-15 src/game.c
2076 * cleanup of simple sounds / loop sounds / music settings
2078 2003-08-08 (various source files)
2079 * added custom element property for dropping collected elements
2081 2003-08-08 src/conf_gfx.c
2082 * fixed bug with missing graphic for active red disk bomb
2084 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2085 * extended variable "level.gravity" to "level.initial_gravity" and
2086 "game.current_gravity" to prevent level setting from being changed
2087 by playing the level (keeping the runtime value after playing)
2089 * fixed graphics bug when digging element that has 'crumbled' graphic
2090 definition, but not 'diggable' graphic definition
2093 * version number set to 3.0.1
2096 * version 3.0.0 released
2099 * various bug fixes; among others:
2100 - fixed bug with pushing spring over empty space
2101 - fixed bug with leaving tube while placing dynamite
2102 - fixed bug with explosion of smashed penguins
2103 - allow Murphy player graphic in levels with non-Supaplex elements
2107 * I have forgotten to document changes for some time
2110 * pre-release version 2.2.0rc1 released
2113 * version number set to 2.1.2
2116 * version 2.1.1 released
2119 * version number set to 2.1.1
2122 * version 2.1.0 released
2125 * version number set to 2.1.0
2127 2002-04-03 to 2002-05-19 (various source files)
2128 * graphics, sounds and music now fully configurable
2129 * bug fixed that prevented walking through tubes when gravity on
2131 2002-04-02 src/events.c, src/editor.c
2132 * Make Escape key less aggressive when playing or when editing level.
2133 This can be configured as an option in the setup menu. (Default is
2134 "less aggressive" which means "ask user if something can be lost"
2135 when pressing the Escape key.)
2137 2002-04-02 src/screen.c
2138 * Added "graphics setup" screen.
2140 2002-04-01 src/screen.c
2141 * Changed "choose level" setup screen stuff to be more generic (to
2142 make it easier to add more "choose from generic tree" setup screens).
2144 2002-04-01 src/config.c, src/timestamp.h
2145 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2146 automatically gets created by "src/Makefile" and contains an actual
2147 compile-time timestamp to identify development versions of the game).
2149 2002-03-31 src/tape.c, src/events.c
2150 * Added quick game/tape save/load functions to tape stuff which can be
2151 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2152 loads previously recorded tape and directly goes into recording mode
2153 from the end of the tape (therefore appending to the tape).
2155 2002-03-31 src/tape.c
2156 * Added "index mark" function to tape recorder. When playing or
2157 recording, "eject" button changes to "index" button. Setting index
2158 mark is not yet implemented, but pressing index button when playing
2159 allows very quick advancing to end of tape (when normal playing),
2160 very fast forward mode (when playing with normal fast forward) or
2161 very fast reaching of "pause before end of tape" (when playing with
2162 "pause before end" playing mode).
2164 2002-03-30 src/cartoons.c
2165 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2167 2002-03-29 src/screen.c
2168 * Changed setup screen stuff to be more generic (to make it easier
2169 to add more setup screens).
2171 2002-03-23 src/main.c, src/main.h
2172 * Various changes due to the introduction of the new libgame files
2173 "setup.c" and "joystick.c".
2175 2002-03-23 src/files.c
2176 * Generic parts of "src/files.c" (mainly setup and level directory
2177 stuff) moved to new libgame file "src/libgame/setup.c".
2179 2002-03-23 src/joystick.c
2180 * File "src/joystick.c" moved to libgame source tree, with
2181 correspondig changes.
2183 2002-03-22 src/screens.c
2184 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2185 (Wrong level series information displayed when entering main group.)
2187 2002-03-22 src/editor.c
2188 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2190 2002-03-22 src/editor.c
2191 * Changed behaviour of "Escape" key in level editor to be more
2192 intuitive: When in "Element Properties" or "Level Info" mode,
2193 return to "Drawing Mode" instead of leaving the level editor.
2195 2002-03-21 src/game.c, src/editor.c, src/files.c
2196 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2197 gems (emeralds, diamonds, ...) slipping down from normal wall,
2198 steel wall and growing wall (as in E.M.C. style levels). Although
2199 the behaviour of contributed and private levels wasn't changed (due
2200 to the use of "level.game_version"; see previous entry), editing
2201 those levels will (of course) change the behaviour accordingly.
2203 This change seems a bit too hard after thinking about it, because
2204 the EM style behaviour is not the "expected" behaviour (gems would
2205 normally only slip down from "rounded" walls). Therefore this was
2206 now changed to an element property for gem style elements, with the
2207 default setting "off" (which means: no special EM style behaviour).
2208 To fix older converted levels, this flag is set to "on" for pre-2.0
2209 levels that are neither contributed nor private levels.
2211 2002-03-20 src/files.h
2212 * Corrected settings for "level.game_version" depending of level type.
2213 (Contributed and private levels always get played with game engine
2214 version they were created with, while converted levels always get
2215 played with the most recent version of the game engine, to let new
2216 corrections of the emulation behaviour take effect.)
2218 2002-03-20 src/main.h
2219 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2220 compiling the SDL version on some systems.
2221 Thanks to the several people who pointed this out.
2224 * Version number set to 2.0.2.
2227 * Version 2.0.1 released.
2229 2002-03-18 src/screens.c
2230 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2232 2002-03-18 src/files.c [src/libgame/misc.c]
2233 * Moved some common functions from src/files.c to src/libgame/misc.c.
2235 2002-03-18 src/files.c [src/libgame/misc.c]
2236 * Changed permissions for new directories and saved files (especially
2237 score files) according to suggestions of Debian users and mantainers.
2238 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2240 2002-03-17 src/files.c
2241 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2242 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2243 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2244 for levels and "TAPE" for tapes). Old "cookie" style format is
2245 still supported for reading. New level and tape files are written
2248 * New IFF chunk "VERS" contains version numbers for file and game
2249 (where "game version" is the version of the program that wrote the
2250 file, and "file version" is a version number to distinguish files
2251 with different format, for example after adding new features).
2253 2002-03-15 src/screen.c
2254 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2255 (Before, you heard a mixture of the in-game music and the
2256 hall-of-fame music.)
2258 2002-03-14 src/events.c
2259 * Function "DumpTape()" (files.c) now available by pressing 't' from
2260 main menu (when in DEBUG mode).
2262 2002-03-14 src/game.c
2263 * "GameWon()": When game was won playing a tape, now there is no delay
2264 raising the score and no corresponding sound is played.
2266 2002-03-14 src/files.c
2267 * Changed "LoadTape()" for real chunk support and also adjusted
2268 "SaveTape()" accordingly.
2270 2002-03-14 src/game.c, src/tape.c, src/files.c
2271 * Important changes to tape format: The old tape format stored all
2272 actions with a real effect with a corresponding delay between the
2273 stored actions. This had some major disadvantages (for example,
2274 push delays had to be ignored, pressing a button for some seconds
2275 mutated to several single button presses because of the non-action
2276 delays between two action frames etc.). The new tape format just
2277 stupidly records all device actions and replays them later. I really
2278 don't know why I haven't solved it that way before?! Old-style tapes
2279 (with tape file version less than 2.0) get converted to the new
2280 format on-the-fly when loading and can therefore still be played;
2281 only some minor parts of the old-style tape handling code was needed.
2282 (A perfect conversion is not possible, because there is information
2283 missing about the device actions between two action frames.)
2285 2002-03-14 src/files.c
2286 * New function "DumpTape()" to dump the contents of the current tape
2287 in a human readable format.
2289 2002-03-14 src/game.c
2290 * Small tape bug fixed: When automatically advancing to next level
2291 after a game was won, the tape from the previous level still was
2292 loaded as a tape for the new level.
2294 2002-03-14 src/tape.c
2295 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2296 tape, cartoons did not get completely removed because
2297 StopAnimation() was not called.
2299 2002-03-13 src/files.c
2300 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2301 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2302 size even when using 16-bit elements). Added new chunk "CNT2" for
2303 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2304 chunk even when content was 16-bit element). "CNT2" should now be
2305 able to store content for arbitrary elements (up to eight blocks of
2306 3 x 3 element arrays). All "CNT2" elements will always be stored as
2307 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2309 2002-03-13 src/files.c
2310 * Changed "LoadLevel()" for real chunk support.
2312 2002-03-12 src/game.c
2313 * Fixed problem (introduced after 2.0.0 release) with penguins
2314 not getting killed by enemies
2316 2002-02-24 src/game.c, src/main.h
2317 * Added "player->is_moving"; now "player->last_move_dir" does
2318 not contain any information if the player is just moving at
2320 Before, "player->last_move_dir" was misused for this purpose
2321 for the robot stuff (robots don't kill players when they are
2322 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2323 broke tapes when walking through pipes!
2324 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2325 in a continuous movement. This fact is ignored for friends and