2 * fixed malloc/free bug when updating EMC artwork entries in level list
5 * fixed nasty string overflow bug when entering too long envelope text
8 * added feedback sounds for menu navigation "menu.item.activating" and
9 "menu.item.selecting" (for highlighting and executing menu entries)
12 * improved "no scrolling when relocating" to also consider scroll delay
13 (meaning that the player is not automatically centered in this case;
14 this makes it possible to "invisibly" relocate the player to a region
15 of the level playfield which looks the same as the old level region)
16 * fixed bug with not recognizing "main.input.name.align" when active
19 * fixed bug with displaying masked borders over title screens when
20 screen fading is disabled
23 * fixed infinite loop / crash bug when killing the player while having
24 a CE with the setting "kill player X when explosion of <player X>"
25 * added special editor graphic for "char_space" to distinguish it from
26 "empty_space" when editing a level (in-game graphics still the same)
29 * fixed nasty bug with initialization only done for the first player
32 * small change to handle loading empty element/content list micro chunks
35 * uploaded pre-release (test) version 3.2.3-0 binary and source code
38 * some optimizations on startup speed by reducing initial text output
41 * added caching of custom artwork information for faster startup times
44 * fixed graphical bug when using fewer menu entries on level selection
45 screen than usual (with "menu.list_size.LEVELS" directive)
46 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
47 the backbuffer to the backbuffer by error (with identical rectangle)
50 * fixed bug when displaying titlescreen with size less than element tile
51 * fixed bug that caused elements with "change when digging <e>" event
52 to change for _every_ digged element, not only those specified in <e>
53 * fixed bug that caused impact style collision when dropping element one
54 tile over the player that can both fall down and smash players
55 * fixed bug that caused impact style collision when element changed to
56 falling/smashing element over the player immediately after movement
59 * fixed bug that allowed making engine snapshots from the level editor
62 * fixed bugs with player name and current level positions on main screen
65 * added configuration directives for control of title screens:
66 - "title.fade_delay" for fading time
67 - "title.post_delay" for pause between screens (when not crossfading)
68 - "title.auto_delay" to automatically continue after some time
69 these settings can each be overridden by specifying them with titles:
70 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
71 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
72 fading mode can also be specified:
73 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
74 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
75 default is using normal fading for menues and initial title screens,
76 while using cross-fading for level set title screens
77 * fixed bug with background not drawn in Hall of Fame after game was won
80 * added configuration directives for the remaining main menu items
83 * added additional configuration directives for info screen draw offset:
84 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
85 * added additional configuration directives for preview info text
86 * limited mouse wheel sensitive screen area to scrollable screen area
89 * added highlighted menu text entries to menu navigation when selected
92 * fixed bug that prevented player from correctly being created in the
93 top left corner by a custom element change in a level without player
94 * fixed bug that prevented player from being killed when indestructible,
95 non-walkable element is placed on player position by extended change
96 * added configurable menu button, text and input positions to main menu
99 * added page fading effects for remaining info sub-screens
100 * fixed small bug that caused some delays when answering door request
103 * added directives "border.draw_masked.*" for menu/playfield area and
104 door areas to display overlapping/masked borders from "global.border"
107 * fixed bug with CE with move speed "not moving" not being animated
108 * when changing player artwork by CE action, reset animation frame
111 * fixed bug with not unmapping main menu screen gadgets on other screens
112 * fixed bug with un-pausing a paused game by releasing still pressed key
113 * fixed bug with not redrawing screen when toggling to/from fullscreen
114 mode while fast reloading tape (without redrawing playfield contents)
115 * fixed bug with quick-saving tape snapshot despite answering with "no"
118 * version number set to 3.2.3
121 * version 3.2.2 released
124 * fixed bug with redrawing screen in fullscreen mode after quick tape
125 reloading when using the EMC game engine
126 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
129 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
132 * added engine snapshot functionality for instant tape reloading (this
133 only works for the last tape saved using "quick save", and does not
134 work across program restarts, because it completely works in memory)
137 * version number set to 3.2.2
140 * version 3.2.1 released
143 * fixed nasty bugs with handling error message file on Mac OS X systems
146 * general code cleanup (removing many annoying "#if 0" blocks etc.)
149 * fixed bug that caused broken tapes when manually appending to tapes
150 using the "pause before death" functionality, followed by recording
151 * added setup option to disable fading of screens for faster testing
154 * code cleanup of new fading functions
157 * changed behaviour after solved game -- do not immediately stop engine
158 * added some more smooth screen fadings (game start, hall of fame etc.)
161 * fixed bug with displaying pushed CE with value/score/delay anim_mode
164 * added configurable level preview position, tile size and dimensions
165 * added configurable game panel value positions (gems, time, score etc.)
168 * fixed small bug with time displayed incorrectly when collecting CEs
171 * fixed bug with bumpy scrolling with EM engine in double player mode
174 * added compatibility code to fix "Snake Bite" style levels that were
175 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
178 * fixed bug with scrollbars inside editor when using the Windows mouse
179 enhancement tool "True X-Mouse" (which injects key events to the event
180 queue to insert selected stuff into the Windows clipboard, which gets
181 confused with the "Insert" key for jumping to the last editor cascade
182 block in the element list)
183 * added Rocks'n'Diamonds icon for use as window icon to SDL version
184 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
187 * added selection of preferred fullscreen mode to setup / graphics menu
188 (useful if default mode 800 x 600 does not match screen aspect ratio)
191 * improved down-scaling of images for better editor and preview graphics
192 * changed user data directory for Mac OS X from Unix style to new place
195 * improved level number selection in main menu and player selection in
196 setup menu (input devices section) by using standard button gadgets
197 * added support for mouse scroll wheel (caused buggy behaviour before)
198 * added support for scrolling horizontal scrollbars with mouse wheel by
199 holding "Shift" key pressed while scrolling the wheel
200 * added support for single step mouse wheel scrolling by holding "Alt"
201 key pressed while scrolling the wheel (can be combined with "Shift")
202 * changed output file "stderr.txt" on Windows platform now always to be
203 created in the R'n'D sub-directory of the personal documents directory
204 * added Windows message box to direct to "stderr.txt" after error aborts
207 * improved general scrollbar handling (when jump-scrolling scrollbars)
210 * changed scrollbars to always show last line as first after scrolling
211 (that means jumping n - 1 screen lines instead of n screen lines)
214 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
215 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
216 * fixed special handling of vertically stacked acid becoming fake acid
219 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
220 affect multiple instances of the same CE, although this kind of
221 change condition usually only affects one single custom element
224 * version number set to 3.2.1
227 * version 3.2.0 released
230 * reorganized level editor element list a bit to match engines better
233 * fixed newly introduced bug with wrongly initializing clipboard element
236 * fixed bug with displaying visible/invisible level border in editor
239 * reorganized some elements in the level editor element list
242 * fixed bug with displaying any player as "yellow" when moving into acid
243 * fixed bug with displaying running player when player stopped at border
246 * fixed bug with player exploding when moving into acid
247 * fixed bug with level settings being reset in editor and when playing
248 (some compatibility settings being set not only after level loading)
249 * fixed crash bug when number of custom graphic frames was set to zero
250 * fixed bug with teleporting player on walkable tile not working anymore
251 * added partial compatibility support for pre-release-only "CONF" chunk
252 (to make Alan Bond's "color cycle" demo work again :-) )
255 * fixed some bugs when displaying title screens from info screen menu
256 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
259 * changed file major version to 3 to reflect level file format changes
260 * uploaded pre-release (test) version 3.2.0-8 binary and source code
263 * added new chunk "NAME" to level file format for level name settings
264 * added new chunk "NOTE" to level file format for envelope settings
265 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
266 * updated magic(5) file to recognize changed and new level file chunks
267 * removed change events "change when CE value/score changes" as unneeded
270 * changed gravity (which only affects the player) from level property
271 to player property (only makes a difference in multi-player levels)
272 * added change events "change when CE value/score changes"
273 * added change events "change when CE value/score changes of <element>"
276 * added new chunk "INFO" to level file format for global level settings
277 * added all element settings from "HEAD" chunk to "CONF" chunk
278 * added all global level settings from "HEAD" chunk to "INFO" chunk
281 * changed level file format by adding two new chunks "CUSX" (for custom
282 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
283 elements, replacing the previous "GRP1" chunk); these new IFF style
284 chunks use the new and flexible "micro chunks inside chunks" technique
285 already used with the new "CONF" chunk (for normal element properties)
286 which makes it possible to easily extend the existing level format
287 (instead of using fixed-length chunks like before, which are either
288 too big due to reserved bytes for future use, or too small when those
289 reserved bytes have all been used and even more data should be stored,
290 requiring the replacement by new and larger chunks just like it went
291 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
294 * added credits pages to the "credits" section that were really missing
295 * added some missing element descriptions to the level editor
296 * added down position of switchgate switch to the level editor
297 and allowed the use of both switch positions at the same time
298 * changed use of "Insert" and "Delete" keys to navigate element list in
299 level editor to start of previous or next cascading block of elements
302 * added the possibility to view the title screen to the info screen menu
303 * fixed some minor bugs with viewing title screens
306 * fixed bug with title (cross)fading in/out when using fullscreen mode
309 * fixed bug that forced re-defining of menu settings in local graphics
310 config file which are already defined in existing base config file
311 * fixed small bug that caused door sounds playing when music is enabled
314 * added the possibility to define up to five title screens for each
315 level set that are displayed after loading using (cross)fading in/out
316 (this was added to display the various start images of the EMC sets)
319 * added "CE score gets zero [of]" to custom element trigger conditions
320 * added setup option to display element token name in level editor
323 * added compatibility code for Juergen Bonhagen's menu artwork settings
326 * fixed bug with displaying wrong animation frame 0 after CE changes
327 * fixed bug with creating invisible elements when light switch is on
330 * added selection between ECS and AGA graphics for EMC levels to setup
333 * adjusted font handling for various narrow EMC style fonts
336 * changed EM engine behaviour back to re-allow initial rolling springs
339 * fixed handling of over-large selectboxes (less error-prone now)
340 * fixed bug when creating GE with walkable element under the player
343 * added use of "Insert" and "Delete" keys to navigate element list in
344 level editor to start of custom elements or start of group elements
345 * added virtual elements to access CE value and CE score of elements:
346 - "CE value of triggering element"
347 - "CE score of triggering element"
348 - "CE value of current element"
349 - "CE score of current element"
352 * fixed "grass" to "sand" in older EM levels (up to file version V4)
355 * changed behaviour of network games with internal errors (because of
356 different client frame counters) from immediately terminating R'n'D
357 to displaying an error message requester and stopping only the game
358 (also to prevent impression of crashes under non command-line runs)
359 * fixed playing network games with the EMC engine (did not work before)
360 * fixed bug with not scrolling the screen in multi-player mode with the
361 focus on player 1 when all players are moving in different directions
362 * fixed bug with keeping pointer to gadget even after its deallocation
363 * fixed bug with allowing "focus on all players" in network games
364 * fixed bug with player focus when playing tapes from network games
367 * uploaded pre-release (test) version 3.2.0-7 binary and source code
370 * code cleanup for game action control for R'n'D and EMC game engine
373 * fixed bug in multi-player movement with focus on both players
374 * added option to control only the focussed player with all input
377 * added player focus switching to level tape recording and re-playing
380 * fixed some bugs in player focus switching in EMC and RND game engine
383 * added special Supaplex animations for Murphy digging and snapping
384 * added special Supaplex animations for Murphy being bored and sleeping
387 * added four new yam yams with explicit start direction for EMC engine
388 * fixed bug in src/libgame/text.c with printing text outside the window
391 * fixed small bug in EMC level loader (copyright sign in EM II levels)
394 * added delayed ignition of EM style dynamite when used in R'n'D engine
395 * added limited movement range to EMC engine when focus on all players
398 * fixed bug with missing (zero) score values for native Supaplex levels
401 * added "continuous snapping" (snapping many elements while holding the
402 snap key pressed, without releasing the snap key after each element)
403 as a new player setting for more compatibility with the classic games
406 * finished scrolling for "focus on all players" in EMC graphics engine
409 * level sets with "levels: 0" are ignored for levels, but not artwork
410 * fixed bug when scanning empty level group directories (endless loop)
413 * fixed bug with explosion graphic for player using "Murphy" graphic
414 * fixed bug with explosion graphic if player leaves explosion in time
415 * changed some descriptive text in setup menu to use medium-width font
416 * added key shortcut settings for switching player focus to setup menu
419 * fixed bug with random value initialization when recording tapes
420 * fixed bug with playing single player tapes when team mode activated
423 * fixed little bug when trying to switch to player that does not exist
426 * added player switching (visual and quick) to R'n'D and EM game engine
427 * added setup option to select visual or quick in-game player switching
430 * added use of "Home" and "End" keys to handle element list in editor
433 * fixed bug with adding score when playing tape with EMC game engine
434 * added steel wall border for levels using EMC engine without border
435 * finally fixed delayed scrolling in EMC engine also for small levels
438 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
441 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
442 * fixed bug when displaying info element without action, but direction
445 * fixed minor graphical problems with springs smashing and slurping
446 (when using R'n'D style graphics instead of EMC style graphics)
449 * added scroll delay (as configured in setup) to EMC graphics engine
452 * improved screen redraw for EMC graphics engine (faster and smoother)
453 * when not scrolling, do not redraw the whole playfield if not needed
456 * added multi-player mode for EMC game engine (with up to four players)
459 * added android (can clone elements) from EMC engine to R'n'D engine
462 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
465 * added selectbox for initial player speed to player settings in editor
468 * version 3.1.2 created that is basically version 3.1.1, but with a
469 major bug fixed that prevented editing your own private levels
470 * version 3.1.2 released
473 * added magic ball (creates elements) from EMC engine to R'n'D engine
476 * uploaded fixed pre-release version 3.2.0-6 binary and source code
479 * fixed bug when using "CE can leave behind <trigger element>"
480 * added new change condition "(after/when) creation of <element>"
481 * added new change condition "(after/when) digging <element>"
482 * fixed bug accessing invalid gadget that caused crashes under Windows
483 * deactivated new possibility for multiple CE changes per frame
486 * uploaded pre-release (test) version 3.2.0-6 binary and source code
489 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
490 * fixed bug with not keeping CE value for moving CEs with only action
491 * changed CE action selectboxes in editor to be only reset when needed
494 * added option "use artwork from element" for custom player artwork
495 * added option "use explosion from element" for player explosions
498 * added cascaded element lists in the level editor
499 * added persistence for cascaded element lists by "editorcascade.conf"
500 * added dynamic element list with all elements used in current level
501 * added possibility for multiple CE changes per frame (experimental)
504 * uploaded pre-release (test) version 3.2.0-5 binary and source code
507 * changed "score for each 10 seconds/steps left" to "1 second/step"
508 * added own score for collecting "extra time" instead of sharing it
509 * added change events "switched by player" and "player switches <e>"
510 * added change events "snapped by player" and "player snaps <e>"
511 * added "set player artwork: <element choice>" to CE action options
512 * added change event "move of <element>"
515 * added "set player shield: off / normal / deadly" to CE action options
516 * added new player option "use level start element" in level editor
517 to set the correct focus at level start to elements from which the
518 player is created later (this did not work before for cascaded CE
519 changes resulting in creation of the player; it is now also possible
520 to create the player from a yam yam which is smashed at level start)
523 * added "set player speed: frozen (not moving)" to CE action options
524 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
527 * added new player option "block snap field" (enabled by default) to
528 make it possible to show a snapping animation like in Emerald Mine
531 * added dynamic selectboxes to custom element action settings in editor
532 * added "CE value" counter for custom elements (instead of "CE count")
533 * added option to use the last "CE value" after custom element change
534 * added option to use the "CE value" of other elements in CE actions
535 * fixed odd behaviour when pressing time orb in levels w/o time limit
536 * added checkbox "use time orb bug" for older levels that use this bug
539 * added missing configuration settings for the following elements:
540 - EL_TIMEGATE_SWITCH (time of open time gate)
541 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
542 - EL_SHIELD_NORMAL (time of shield duration)
543 - EL_SHIELD_DEADLY (time of shield duration)
544 - EL_EXTRA_TIME (time added to level time)
545 - EL_TIME_ORB_FULL (time added to level time)
548 * added "wind direction" as a movement pattern for custom elements
549 * added initial wind direction for balloon / custom elements to editor
550 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
553 * added parameters for "game of life" and "biomaze" elements to editor
556 * added level file chunk "CONF" for generic level and element settings
559 * uploaded pre-release (test) version 3.2.0-4 binary and source code
562 * skip empty level sets (with "levels: 0"; may be artwork base sets)
563 * added sound action ".page[1]" to ".page[32]" for each CE change page
566 * added image config suffix ".clone_from" to copy whole image settings
567 * fixed bug with invalid ("undefined") CE settings in old level files
570 * fixed graphical bug with smashing elements falling faster than player
573 * fixed major bug which prevented private levels from being edited
574 * fixed bug with precedence of general and special font definitions
577 * fixed graphical bug with player animation when player moves slowly
580 * uploaded pre-release (test) version 3.2.0-3 binary and source code
583 * fixed bug which prevented "global.num_toons: 0" from working
586 * major code cleanup (removed all these annoying "#if 0" blocks)
589 * added custom element actions for CE change page in level editor
592 * fixed music initialization bug in init.c (thanks to David Binderman)
593 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
594 (this bug must probably be fixed at other places, too)
597 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
598 (should be '#include <SDL.h>' instead)
601 * fixed bug which prevented "walkable from no direction" from working
602 (due to compatibility code overwriting this setting after loading)
605 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
608 * version number temporarily set to 3.1.1 (intermediate bugfix release)
609 * version 3.1.1 released
612 * changed some va_arg() arguments from 'long' to 'int', fixing problems
613 on 64-bit architecture systems with LP64 data model
616 * fixed bug with bombs not exploding when hitting the last level line
617 (introduced after the release of 3.1.0)
620 * added support for dumping small-sized level sketches from editor
623 * added recognition of "trigger element" for "change digged element to"
624 (this is not really what the "trigger element" was made for, but its
625 use may seem obvious for leaving back digged elements unchanged)
628 * fixed multiple warnings about failed joystick device initialization
631 * fixed bug with dynamite dropped on top of just dropped custom element
632 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
633 dynamite can still be dropped, but drop key must be released before
636 * fixed bug with wrong start directory when started from file browser
637 (due to this bug, R'n'D could not be started from KDE's Konqueror)
640 * fixed bug causing "change when impact" on player not working
641 * fixed wrong priority of "hitting something" over "hitting <element>"
642 * fixed wrong priority of "hit by something" over "hit by <element>"
645 * fixed graphical bug which caused the player (being Murphy) to show
646 collecting animations although the element was collected by penguin
649 * fixed two bugs causing wrong door background graphics in system.c
650 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
653 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
654 * added "no direction" to "walkable/passable from" selectbox options
657 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
658 * in tape autoplay, not only report broken, but also missing tapes
661 * uploaded pre-release (test) version 3.2.0-2 binary and source code
664 * fixed small bug with "linear" animation not working for active lamp
667 * fixed bug with moving up despite gravity due to "block last field"
668 * fixed small bug with wrong draw offset when typing name in main menu
669 * when reading user names from "passwd", ignore data after first comma
670 * when creating new "levelinfo.conf", only write some selected entries
673 * fixed displaying "imported from/by" on preview with empty string
674 * fixed ignoring draw offset for fonts used for level preview texts
677 * fixed a delay problem with SDL and too many mouse motion events
678 * added setup option "skip levels" and level skipping functionality
681 * added move speed "not moving" for non-moving CEs, but with direction
684 * fixed mapping of obsolete element token names in "editorsetup.conf"
685 * fixed bug with sound "acid.splashing" treated as a loop sound
686 * fixed some little sound bugs in native EM engine
689 * fixed small bug when dragging scrollbars to end positions
692 * added editor element descriptions written by Aaron Davidson
695 * improved fallback handling when configured artwork is not available
696 (now using default artwork instead of exiting when files not found)
699 * fixed bug on level selection screen when dragging scrollbar
702 * fixed bug which caused broken tapes when appending to EM engine tapes
705 * uploaded pre-release (test) version 3.2.0-1 binary and source code
708 * added code to replace changed artwork config tokens with other tokens
709 (needed for backwards compatibility, so that older tokens still work)
712 * added native R'n'D graphics for some new EMC elements in EM engine
715 * fixed some bugs in the EM engine integration code
716 * changed EM engine code to allow diagonal movement
717 * changed EM engine code to allow use of separate snap and drop keys
720 * fixed some redraw bugs when using EM engine
723 * fixed bug with not converting RND levels which are set to use native
724 engine to native level structure when loading
727 * uploaded pre-release (test) version 3.2.0-0 binary and source code
730 * version number set to 3.2.0
733 * level data now reset to defaults after attempt to load invalid file
736 * added use of "editorsetup.conf" for different level sets
739 * added auto-detection for various types of Emerald Mine level files
742 * fixed bug with scrollbars getting too small when list is very large
745 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
748 * added most level editor configuration gadgets for new EMC elements
751 * added more element and graphic definitions for new EMC elements
754 * modified native EM engine to use integrated R'n'D sound system
757 * added SDL support to graphics functions in native EM engine
758 (by always using generic libgame interface functions)
761 * fixed bug in frame synchronization in native EM engine
764 * added code to convert levels between R'n'D and native EM engine
767 * new Emerald Mine engine can now play levels selected in main menu
770 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
771 (which creates scaled down graphics for level editor and preview);
772 there's still a memory leak somewhere in the artwork handling code
773 * added "scale image up" functionality to X11 version of zoom function
776 * first attempts to integrate new, native Emerald Mine Club engine
779 * fixed bug in gadget code which caused reset of CEs in level editor
780 (example: pressing 'b' [grab brush] on CE config page erased values)
781 (solution: check if gadgets in ClickOnGadget() are really mapped)
782 * improved level change detection in editor (settings now also checked)
783 * fixed bug with "can move into acid" and "don't collide with" state
786 * fixed maze runner style CEs to use the configured move delay value
789 * added Aaron Davidson's tutorial level set to the "Tutorials" section
792 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
793 * fixed the above fix because it broke level set "machine" (*sigh*)
794 * fixed random element placement in level editor to work as expected
795 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
798 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
801 * fixed bug (missing array boundary check) which caused broken tapes
802 * fixed bug (when loading level template) which caused broken levels
803 * fixed bug with new block last field code when using non-yellow player
806 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
807 * internal change of how the player blocks the last field when moving
808 * fixed blocking delay of last field for EM and SP style block delay
809 * fixed bug where the player had to wait for the usual move delay after
810 unsuccessfully trying to move, when he directly could move after that
811 * the last two changes should make original Supaplex level 93 solvable
812 * improved use of random number generator to make it less predictable
813 * fixed behaviour of slippery SP elements to let slip left, then right
816 * fixed bug with wrong door state after trying to quickload empty tape
817 * fixed waste of static memory usage of the binary, making it smaller
818 * fixed very little graphical bug in Supaplex explosion
821 * version number set to 3.1.1
824 * version 3.1.0 released
827 * fixed bug with crash when writing user levelinfo.conf the first time
830 * added option "convert LEVELDIR [NR]" to command line batch commands
831 * re-converted Supaplex levels to apply latest engine fixes
832 * changed "use graphic/sound of element" to "use graphic of element"
833 due to compatibility problems with some levels ("bug machine" etc.)
836 * fixed bug with CE change replacing player with same or other player
839 * fixed bug with opaque font in envelope with background graphic when
840 background graphic is not transparent itself
843 * added "gravity on" and "gravity off" ports for Supaplex compatibility
844 * corrected original Supaplex level loading code to use these new ports
845 * also corrected Supaplex loader to auto-count infotrons if set to zero
848 * fixed bug with missing initialization of "modified" flag for GEs
851 * fixed bug that caused endless recursion loop when relocating player
852 * fixed tape recorder bug in "step mode" when using "pause before end"
853 * fixed tape recorder bug when changing from "warp forward" mode
856 * fixed bug with "when touching" for pushed elements at last position
859 * fixed bug that caused two activated toolbox buttons in level editor
860 * fixed bug with exploding dynabomb under player due to other explosion
863 * fixed bug with creating walkable custom element under player (again)
864 * fixed bug with not copying explosion type when copying CEs in editor
865 * fixed graphical bug when drawing player in setup menu (input devices)
866 * fixed graphical bug when the player is pushing an accessible element
867 * fixed bug with classic switchable elements triggering CE changes
868 * fixed bug with entering/leaving walkable element in RelocatePlayer()
869 * fixed crash bug when CE leaves behind the trigger player element
872 * fixed bug with broken tubes after placing/exploding dynamite in them
873 * fixed bug with exploding dynamite under player due to other explosion
874 * fixed bug with not resetting push delay under certain circumstances
877 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
878 * added network multiplayer code for Windows (thanks to Niko Böhm)
881 * added option "reachable despite gravity" for gravity movement
882 * changed gravity movement of most classic walkable and passable
883 elements back to "not reachable" (for compatibility reasons)
886 * fixed (removed) "indestructible" / "can explode" dependency in editor
887 * fixed (removed) "accessible inside" / "protected" dependency
888 * fixed (removed) "step mode" / "shield time" dependency
891 * fixed dynabombs exploding now into anything diggable
892 * fixed Supaplex style gravity movement into buggy base now impossible
893 * added pressing key "space" as valid action to select menu options
896 * added "replace when walkable" to relocate player to walkable element
897 * added "enter"/"leave" event for elements affected by relocation
898 * fixed "direct"/"indirect" change order also for "when change" event
899 * fixed graphical bug when pushing things from elements walkable inside
902 * fixed graphic bug when player is snapping while moving in old levels
903 * fixed bug when a moving custom element leaves a player element behind
904 * fixed bug with mole not disappearing when moving into acid pool
905 * fixed bug with incomplete path setting when using "--basepath" option
906 * moving CE can now leave walkable elements behind under the player
907 * when relocating, player can be set on walkable element now
908 * fixed another gravity movement bug
911 * uploaded pre-release (test) version 3.1.0-2 binary and source code
914 * added "collectible" and "removable" to extended replacement types
915 (where "removable" replaces "diggable" and "collectible" elements)
916 * added "collectible & throwable" (to throw element to the next field)
917 * fixed bug with CEs digging elements that are just about to explode
918 * changed mouse cursor now always being visible when game is paused
921 * added possibility to push/press accessible elements from a side that
923 * fixed bug with not setting actual date when appending to tape
926 * fixed bug with incorrectly initialized custom element editor graphics
929 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
930 - number of levels corrected from 18 to 17 in "levelinfo.conf"
933 * fixed bug with destroyed robot wheel still attracting robots forever
934 * fixed bug with time gate switch deactivating after robot wheel time
935 (while the time gate itself is not affected by this misbehaviour)
936 * changed behaviour of BD style amoeba to always get blocked by player
937 (before it was different when there were non-BD elements in level)
938 * fixed bug with player destroying indestructable elements with shield
941 * added option to make growing elements grow into anything diggable
942 (for the various amoeba types, biomaze and "game of life")
945 * fixed bug with movable elements not moving after left behind by CEs
946 * changed gravity movement to anything diggable, not only sand/base
947 * optionally allowing passing to walkable element, not only empty space
948 * added option "can pass to walkable element" for players
949 * finally fixed gravity movement (hopefully)
952 * fixed bug with movable elements not moving anymore after falling down
955 * fixed another bug with custom elements digging and leaving elements
956 * fixed bug with "along left/right side" and automatic start direction
957 * trigger elements now also displayed when "more custom" deactivated
958 * fixed bug with clipboard element initialized when loading new level
959 * added option "drop delay" to set delay before dropping next element
962 * uploaded pre-release (test) version 3.1.0-1 binary and source code
965 * added copy and paste functions for custom change pages
966 * enhanced graphical display and functionality of tape recorder
967 * fixed bug with custom elements digging and leaving elements
970 * added move speed faster than "very fast" for custom elements
971 * fixed bug with 3+3 style explosions and missing border content
972 * fixed little bug when copying custom elements in the editor
973 * enhanced custom element changes by more side trigger actions
976 * added option "no scrolling when relocating" for instant teleporting
977 * uploaded pre-release (test) version 3.1.0-0 binary and source code
980 * added trigger element and trigger player to use as target elements
981 * added copy and paste functions for custom and group elements
984 * fixed graphical bug when displaying explosion animations
985 * fixed bug when appending to tapes, resulting in broken tapes
986 * re-recorded a few tapes broken by fixing gravity checking bug
989 * "can move into acid" property now for all elements independently
990 * "can fall into acid" property for player stored in same bitfield now
991 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
992 * version number set to 3.1.0 (finally!)
995 * changed tape recording to only record input, not programmed actions
998 * fixed totally broken (every 8th frame skipped) step-by-step recording
999 * fixed bug with requester not displayed when quick-loading interrupted
1000 * added option "can fall into acid (with gravity)" for players
1001 * fixed bug with player not falling when snapping down with gravity
1004 * fixed bug which messed up key config when using keypad number keys
1007 * fixed bug which allowed moving upwards even when gravity was active
1008 * fixed bug with missing error handling when dumping levels or tapes
1011 * added different colored editor graphics for Supaplex gravity tubes
1014 * fixed bug that allowed solvable tapes for unsolvable levels
1017 * use unlimited number of droppable elements when "count" set to zero
1018 * added option to use step limit instead of time limit for level
1021 * added player and change page as trigger for custom element change
1024 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1027 * fixed bug with dark yamyam changing to acid when moving over acid
1028 * fixed handling of levels with more than 999 seconds level time
1029 (example: level 76 of "Denmine")
1032 * "spring push bug" reintroduced as configurable element property
1033 * fixed bug with missing properties for "mole"
1034 * fixed bug that showed up when fixing the above "mole" properties bug
1035 * added option "can move into acid" for all movable elements
1036 * fixed graphical bug for elements moving into acid
1037 * changed event handling to handle all pending events before going on
1040 * fixed bug which caused all CE change pages to be ignored which had
1041 the same change event, but used a different element side
1042 (reported by Simon Forsberg)
1044 * fixed bug which caused elements that can move and fall and that are
1045 transported by a conveyor belt to continue moving into that direction
1046 after leaving the conveyor belt, regardless of their own movement
1047 type; only elements which can not move are transported now
1048 (reported by Simon Forsberg)
1050 * fixed bug which could cause an array overflow in RelocatePlayer()
1051 (reported by Niko Böhm)
1053 * changed Emerald Mine style "passable / over" elements to "protected"
1054 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1056 * added new option to select from which side a "walkable/passable"
1057 element can be entered
1060 * added explosion and ignition delay for elements that can explode
1063 * fixed bug which caused player not being protected against enemies
1064 when a CE was "walkable / inside" and was not "indestructible"
1065 * added "walkable/passable" fields to be "protected/unprotected"
1066 against enemies, even if not accessible "inside" but "over/under"
1069 * corrected move pattern to 32 bit and initial move direction to 8 bit
1072 * added second custom element base configuration page
1075 * added some special EMC mappings to Emerald Mine level loader
1076 (also covering previously unknown element in level 0 of "Bondmine 8")
1079 * added option to block last field when player is moving (for Supaplex)
1080 * adjusted push delay of Supaplex elements
1081 * removed delays for envelopes etc. when replaying with maximum speed
1082 * fixed bug when dropping element on a field that just changed to empty
1085 * fixed bug: infotrons can now smash yellow disks
1086 * fixed bug: when gravity active, port above player can now be entered
1087 * removed "one white dot" mouse pointer which irritated some people
1090 * added "choice type" for group element selection
1093 * fixed bug with initial invulnerability of non-yellow player
1096 * added level loader for loading native Supaplex packed levels
1097 (including multi-part levels like the "splvls99" levels)
1100 * fixed bug which allowed creating emeralds by escaping explosions
1103 * custom elements can change (limited) or leave (unlimited) elements
1104 * finally added multiple matches using group elements
1105 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1108 * added new start movement type "previous" for continued CE movement
1109 * added new start movement type "random" for random CE movement start
1112 * added new element "sokoban_field_player" needed for Sokoban levels
1113 (thanks to Ed Booker for pointing this out!)
1116 * added elements that can be digged or left behind by custom elements
1119 * added group elements for multiple matches and random element creation
1122 * fixed some graphical errors displayed in old levels
1125 * fixed wrong double speed movement after passing closing gates
1128 * added level loader for loading native Emerald Mine levels
1131 * changes for "shooting" style CE movement
1134 * Happy New Year! ;-)
1137 * changed default snap/drop keys from left/right Shift to Control keys
1140 * fixed bug with dead player getting reanimated from custom element
1143 * fixed bug with wrong penguin graphics (when entering exit)
1146 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1149 * version number set to 3.0.9
1152 * version 3.0.8 released
1155 * added function checked_free()
1158 * fixed bug with double nut cracking sound
1159 (by eliminating "default element action sound" assignment in init.c)
1162 * fixed crash when no music info files are available
1165 * fixed boring and sleeping sounds
1168 * added "maze runner" and "maze hunter" movement types
1169 * added extended collision conditions for custom elements
1172 * added warnings for undefined token values in artwork config files
1175 * added menu entry for level set information to the info screen
1178 * fixed bug with wrong default impact sound for colored emeralds
1181 * added several sub-screens for the info screen
1182 * menu text now also clickable (not only blue/red sphere left of it)
1185 * added configurable "bored" and "sleeping" animations for the player
1186 * added "awakening" sound for player when waking up after sleeping
1189 * added "copy" and "exchange" functions for custom elements to editor
1192 * added configurable element animations for info screen
1195 * added configurable music credits for info screen
1198 * finally fixed tape recording when player is created from CE change
1201 * added "editorsetup.conf" for editor element list configuration
1204 * added "musicinfo.conf" for menu and level music configuration
1207 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1208 (that only showed up on Linux, but not on Windows systems)
1211 * fixed turning movement of butterflies and fireflies (no frame reset)
1212 * enhanced sniksnak turning movement (two steps instead of only one)
1215 * version number set to 3.0.8
1218 * version 3.0.7 released
1221 * fixed reset of player animation frame when, for example,
1222 walking, digging or collecting share the same animation
1223 * fixed CE with "deadly when touching" exploding when touching amoeba
1226 * fixed tape recording when player is created from CE element change
1229 * introduced "turning..." action graphic for elements with move delay
1230 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1231 * added turning animations for bug, spaceship and sniksnak
1234 * prevent "extended" changed elements from delay change in same frame
1237 * fixed bug when pushing element that can move away to the side
1238 (like pushing falling elements, but now with moving elements)
1241 * finally fixed serious bug in code for delayed element pushing (again)
1244 * unavailable setup options now marked as "n/a" instead of "off"
1245 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1246 to "true", levels are always played with the latest game engine,
1247 which is desired for levels that are imported from other games; all
1248 other levels are played with the engine version stored in level file
1249 (which is normally the engine version the level was created with)
1252 * fixed serious bug in code for delayed element pushing
1253 * fixed little bug in animation frame selection for pushed elements
1254 * speed-up of reading config file for verbose output
1257 * added configuration option for opening and closing Supaplex exit
1258 * added configuration option for moving up/down animation for Murphy
1259 * fixed incorrectly displayed animation for attacking dragon
1260 * fixed bug with not setting initial gravity for each new game
1261 * fixed bug with teleportation of player by custom element change
1262 * fixed bug with player not getting smashed by rock sometimes
1265 * version number set to 3.0.7
1268 * version 3.0.6 released
1271 * added support for MP3 music for SDL version through SMPEG library
1274 * fixed bug when initializing font graphic structure
1275 * fixed bug with animation mode "pingpong" when using only 1 frame
1276 * fixed bug with extended change target introduced in 3.0.5
1277 * fixed bug where passing over moving element doubles player speed
1278 * fixed bug with elements continuing to move into push direction
1279 * fixed bug with duplicated player when dropping bomb with shield on
1280 * added "switching" event for custom elements ("pressing" only once)
1281 * fixed switching bug (resetting flag when not switching but not idle)
1284 * fixed element tokens for certain file elements with ".active" etc.
1287 * version number set to 3.0.6
1290 * version 3.0.5 released
1293 * now four envelope elements available
1294 * font, background, animation and sound for envelope now configurable
1295 * main menu doors opening/closing animation type now configurable
1298 * active/inactive sides configurable for custom element changes
1299 * new movement type "move when pushed" available for custom elements
1302 * fixed bug in multiple config pages loader code that caused crashes
1305 * enhanced (remaining low-resolution) Supaplex graphics
1308 * version number set to 3.0.5
1311 * version 3.0.4 released
1313 2003-09-12 src/tools.c
1314 * fixed bug in custom definition of crumbled element graphics
1316 2003-09-11 src/files.c
1317 * fixed bug in multiple config pages code that caused crashes
1320 * version number set to 3.0.4
1323 * version 3.0.3 released
1326 * added music to Supaplex classic level set
1328 2003-09-07 src/libgame/misc.c
1329 * added support for loading various music formats through SDL_mixer
1331 2003-09-06 (various source files)
1332 * fixed several nasty bugs that may have caused crashes on some systems
1333 * added envelope content which gets displayed when collecting envelope
1334 * added multiple change event pages for custom elements
1336 2003-08-24 src/game.c
1337 * fixed problem with player animation when snapping and moving
1339 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1340 * fixed problem with flickering when drawing toon animations
1342 2003-08-23 src/libgame/sdl.c
1343 * fixed problem with setting mouse cursor in SDL version in fullscreen
1345 2003-08-23 src/game.c
1346 * fixed bug (missing array boundary check) which could crash the game
1349 * version number set to 3.0.3
1352 * version 3.0.2 released
1354 2003-08-21 src/game.c
1355 * fixed bug with creating inaccessible elements at player position
1357 2003-08-20 src/init.c
1358 * fixed bug with not finding current level artwork directory
1360 2003-08-20 src/files.c
1361 * fixed bug with choosing wrong engine version when playing tapes
1362 * fixed bug with messing up custom element properties in 3.0.0 levels
1365 * version number set to 3.0.2
1368 * version 3.0.1 released
1370 2003-08-17 (no source files affected)
1371 * changed all "classic" PCX image files with 16 colors or less to
1372 256 color (8 bit) storage format, because the Allegro game library
1373 cannot handle PCX files with less than 256 colors (contributed
1374 graphics are not affected and might look wrong in the DOS version)
1376 2003-08-16 src/init.c
1377 * fixed bug which (for example) crashed the level editor when defining
1378 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1379 (only set to default) -- invalid graphics now set to default graphic
1381 2003-08-16 src/init.c
1382 * fixed graphical bug of player digging/collecting/snapping element
1383 when no corresponding graphic/animation is defined for this action,
1384 resulting in player being drawn as EL_EMPTY (which should only be
1385 done to elements being collected, but not to the player)
1387 2003-08-16 src/game.c
1388 * fixed small graphical bug of player not totally moving into exit
1390 2003-08-16 src/libgame/setup.c
1391 * fixed bug with wrong MS-DOS 8.3 filename conversion
1393 2003-08-16 src/tools.c
1394 * fixed bug with invisible mouse cursor when pressing ESC while playing
1396 2003-08-16 (various source files)
1397 * added another 128 custom elements (disabled in editor by default)
1399 2003-08-16 src/editor.c
1400 * fixed NULL string bug causing Solaris to crash in sprintf()
1402 2003-08-16 src/screen.c
1403 * fixed drawing over scrollbar on level selection with custom fonts
1405 2003-08-15 src/game.c
1406 * cleanup of simple sounds / loop sounds / music settings
1408 2003-08-08 (various source files)
1409 * added custom element property for dropping collected elements
1411 2003-08-08 src/conf_gfx.c
1412 * fixed bug with missing graphic for active red disk bomb
1414 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1415 * extended variable "level.gravity" to "level.initial_gravity" and
1416 "game.current_gravity" to prevent level setting from being changed
1417 by playing the level (keeping the runtime value after playing)
1419 * fixed graphics bug when digging element that has 'crumbled' graphic
1420 definition, but not 'diggable' graphic definition
1423 * version number set to 3.0.1
1426 * version 3.0.0 released
1429 * various bug fixes; among others:
1430 - fixed bug with pushing spring over empty space
1431 - fixed bug with leaving tube while placing dynamite
1432 - fixed bug with explosion of smashed penguins
1433 - allow Murphy player graphic in levels with non-Supaplex elements
1437 * I have forgotten to document changes for some time
1440 * pre-release version 2.2.0rc1 released
1443 * version number set to 2.1.2
1446 * version 2.1.1 released
1449 * version number set to 2.1.1
1452 * version 2.1.0 released
1455 * version number set to 2.1.0
1457 2002-04-03 to 2002-05-19 (various source files)
1458 * graphics, sounds and music now fully configurable
1459 * bug fixed that prevented walking through tubes when gravity on
1461 2002-04-02 src/events.c, src/editor.c
1462 * Make Escape key less aggressive when playing or when editing level.
1463 This can be configured as an option in the setup menu. (Default is
1464 "less aggressive" which means "ask user if something can be lost"
1465 when pressing the Escape key.)
1467 2002-04-02 src/screen.c
1468 * Added "graphics setup" screen.
1470 2002-04-01 src/screen.c
1471 * Changed "choose level" setup screen stuff to be more generic (to
1472 make it easier to add more "choose from generic tree" setup screens).
1474 2002-04-01 src/config.c, src/timestamp.h
1475 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1476 automatically gets created by "src/Makefile" and contains an actual
1477 compile-time timestamp to identify development versions of the game).
1479 2002-03-31 src/tape.c, src/events.c
1480 * Added quick game/tape save/load functions to tape stuff which can be
1481 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1482 loads previously recorded tape and directly goes into recording mode
1483 from the end of the tape (therefore appending to the tape).
1485 2002-03-31 src/tape.c
1486 * Added "index mark" function to tape recorder. When playing or
1487 recording, "eject" button changes to "index" button. Setting index
1488 mark is not yet implemented, but pressing index button when playing
1489 allows very quick advancing to end of tape (when normal playing),
1490 very fast forward mode (when playing with normal fast forward) or
1491 very fast reaching of "pause before end of tape" (when playing with
1492 "pause before end" playing mode).
1494 2002-03-30 src/cartoons.c
1495 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1497 2002-03-29 src/screen.c
1498 * Changed setup screen stuff to be more generic (to make it easier
1499 to add more setup screens).
1501 2002-03-23 src/main.c, src/main.h
1502 * Various changes due to the introduction of the new libgame files
1503 "setup.c" and "joystick.c".
1505 2002-03-23 src/files.c
1506 * Generic parts of "src/files.c" (mainly setup and level directory
1507 stuff) moved to new libgame file "src/libgame/setup.c".
1509 2002-03-23 src/joystick.c
1510 * File "src/joystick.c" moved to libgame source tree, with
1511 correspondig changes.
1513 2002-03-22 src/screens.c
1514 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1515 (Wrong level series information displayed when entering main group.)
1517 2002-03-22 src/editor.c
1518 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1520 2002-03-22 src/editor.c
1521 * Changed behaviour of "Escape" key in level editor to be more
1522 intuitive: When in "Element Properties" or "Level Info" mode,
1523 return to "Drawing Mode" instead of leaving the level editor.
1525 2002-03-21 src/game.c, src/editor.c, src/files.c
1526 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1527 gems (emeralds, diamonds, ...) slipping down from normal wall,
1528 steel wall and growing wall (as in E.M.C. style levels). Although
1529 the behaviour of contributed and private levels wasn't changed (due
1530 to the use of "level.game_version"; see previous entry), editing
1531 those levels will (of course) change the behaviour accordingly.
1533 This change seems a bit too hard after thinking about it, because
1534 the EM style behaviour is not the "expected" behaviour (gems would
1535 normally only slip down from "rounded" walls). Therefore this was
1536 now changed to an element property for gem style elements, with the
1537 default setting "off" (which means: no special EM style behaviour).
1538 To fix older converted levels, this flag is set to "on" for pre-2.0
1539 levels that are neither contributed nor private levels.
1541 2002-03-20 src/files.h
1542 * Corrected settings for "level.game_version" depending of level type.
1543 (Contributed and private levels always get played with game engine
1544 version they were created with, while converted levels always get
1545 played with the most recent version of the game engine, to let new
1546 corrections of the emulation behaviour take effect.)
1548 2002-03-20 src/main.h
1549 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1550 compiling the SDL version on some systems.
1551 Thanks to the several people who pointed this out.
1554 * Version number set to 2.0.2.
1557 * Version 2.0.1 released.
1559 2002-03-18 src/screens.c
1560 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1562 2002-03-18 src/files.c [src/libgame/misc.c]
1563 * Moved some common functions from src/files.c to src/libgame/misc.c.
1565 2002-03-18 src/files.c [src/libgame/misc.c]
1566 * Changed permissions for new directories and saved files (especially
1567 score files) according to suggestions of Debian users and mantainers.
1568 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1570 2002-03-17 src/files.c
1571 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1572 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1573 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1574 for levels and "TAPE" for tapes). Old "cookie" style format is
1575 still supported for reading. New level and tape files are written
1578 * New IFF chunk "VERS" contains version numbers for file and game
1579 (where "game version" is the version of the program that wrote the
1580 file, and "file version" is a version number to distinguish files
1581 with different format, for example after adding new features).
1583 2002-03-15 src/screen.c
1584 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1585 (Before, you heard a mixture of the in-game music and the
1586 hall-of-fame music.)
1588 2002-03-14 src/events.c
1589 * Function "DumpTape()" (files.c) now available by pressing 't' from
1590 main menu (when in DEBUG mode).
1592 2002-03-14 src/game.c
1593 * "GameWon()": When game was won playing a tape, now there is no delay
1594 raising the score and no corresponding sound is played.
1596 2002-03-14 src/files.c
1597 * Changed "LoadTape()" for real chunk support and also adjusted
1598 "SaveTape()" accordingly.
1600 2002-03-14 src/game.c, src/tape.c, src/files.c
1601 * Important changes to tape format: The old tape format stored all
1602 actions with a real effect with a corresponding delay between the
1603 stored actions. This had some major disadvantages (for example,
1604 push delays had to be ignored, pressing a button for some seconds
1605 mutated to several single button presses because of the non-action
1606 delays between two action frames etc.). The new tape format just
1607 stupidly records all device actions and replays them later. I really
1608 don't know why I haven't solved it that way before?! Old-style tapes
1609 (with tape file version less than 2.0) get converted to the new
1610 format on-the-fly when loading and can therefore still be played;
1611 only some minor parts of the old-style tape handling code was needed.
1612 (A perfect conversion is not possible, because there is information
1613 missing about the device actions between two action frames.)
1615 2002-03-14 src/files.c
1616 * New function "DumpTape()" to dump the contents of the current tape
1617 in a human readable format.
1619 2002-03-14 src/game.c
1620 * Small tape bug fixed: When automatically advancing to next level
1621 after a game was won, the tape from the previous level still was
1622 loaded as a tape for the new level.
1624 2002-03-14 src/tape.c
1625 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1626 tape, cartoons did not get completely removed because
1627 StopAnimation() was not called.
1629 2002-03-13 src/files.c
1630 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1631 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1632 size even when using 16-bit elements). Added new chunk "CNT2" for
1633 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1634 chunk even when content was 16-bit element). "CNT2" should now be
1635 able to store content for arbitrary elements (up to eight blocks of
1636 3 x 3 element arrays). All "CNT2" elements will always be stored as
1637 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1639 2002-03-13 src/files.c
1640 * Changed "LoadLevel()" for real chunk support.
1642 2002-03-12 src/game.c
1643 * Fixed problem (introduced after 2.0.0 release) with penguins
1644 not getting killed by enemies
1646 2002-02-24 src/game.c, src/main.h
1647 * Added "player->is_moving"; now "player->last_move_dir" does
1648 not contain any information if the player is just moving at
1650 Before, "player->last_move_dir" was misused for this purpose
1651 for the robot stuff (robots don't kill players when they are
1652 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1653 broke tapes when walking through pipes!
1654 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1655 in a continuous movement. This fact is ignored for friends and