2 * added initial, experimental support for different screen sizes
5 * added support for native Sokoban solution files in pure 'udlrUDLR'
6 format with extension ".sln" instead of ".tape" for solution tapes
9 * added image config suffix ".class" to be able to define classes of
10 crumbled elements which are then separated against each others when
11 drawing crumbled borders (class names can freely be defined)
12 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
13 emc_grass" results in sand and emc_grass being crumbled separately,
14 even if directly adjacent on the playfield.)
15 * added image config suffix ".style" to use two new features for
17 - "accurate_borders": try to draw correctly crumbled corners (which
18 means that a row of crumbled elements does not have two crumbled
19 corners for each element in the row, but only at the "real" corners
20 at the start and the end of the row of elements)
21 - "inner_corners": also draw inner corners in concave constructions
22 of several crumbled elements -- this is currently a big kludge: the
23 number of frames for crumbled graphic must be "2", with the first
24 frame as usual (crumbled graphic), while the second frame contains
25 the graphic with inner (crumbled) corners for the crumbled graphic
26 (These two features are mainly intended for bevelled walls, not for
27 diggable elements like sand; "inner_corners" only works reliably for
28 static walls, not for in-game dynamically changing walls using CEs.)
31 * finished code cleanup of native Supaplex game engine
34 * started code cleanup of native Supaplex game engine
37 * integrated playing sound effects into native Supaplex game engine
40 * added configurable key shortcuts for the tape recorder buttons
43 * added (hidden) function to save native Supaplex levels with tape as
44 native *.sp file containing level with demo (saved with a file name
45 similar to native R'n'D levels, but with ".sp" extension instead of
46 ".level"); to use this functionality, enter ":save-native-level" or
47 ":snl" from the main menu with the native Supaplex level loaded and
48 the appropriate tape loaded to the tape recorder
49 * fixed potential crash bug caused by illegal array access in engine
50 snapshot loading and saving code
51 * changed setting permissions of score files to be world-writable if
52 the program is not installed and running setgid to allow the program
53 to modify existing score files when run as a different user (which
54 allows cheating, of course, as the score files are not protected
55 against modification in this case)
56 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
57 the top level Makefile for Debian / Ubuntu installations
58 * added saving read-only levels from editor into personal level set
59 (thanks to Bela Lubkin for the above four patches)
62 * added updating of game values on the panel to Supaplex game engine
65 * finished integrating R'n'D graphics engine into Supaplex game engine
66 (although some animations do not support full customizability yet)
69 * done integrating R'n'D graphics engine into file "Infotron.c"
70 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
73 * integrated engine snapshot functionality into Supaplex game engine
76 * fixed bug in native Supaplex engine that broke several demo solutions
77 * fixed bug with re-initializing already existing elements in function
78 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
79 counted a second time, making the currently playing level unsolvable)
80 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
81 * done integrating R'n'D graphics engine into file "Electrons.c"
82 * done integrating R'n'D graphics engine into file "Zonk.c"
85 * done integrating R'n'D graphics engine into file "Murphy.c"
86 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
89 * started integrating R'n'D graphics engine into Supaplex game engine
92 * added small kludge that allows transparent pushing animation over
93 non-black background (by using "game.use_masked_pushing: true")
94 * added editor flag to Sokoban field/object elements to automatically
95 finish solved Sokoban style levels (even if they contain non-Sokoban
96 elements, which prevents auto-enabling this feature for such levels)
99 * added new element "from_level_template" which is replaced by element
100 from level template at same playfield position when loaded (currently
101 not accessible from level editor, but only used for special Sokoban
102 level conversion when using "special_flags: load_xsb_to_ces")
103 * added special behaviour for "special_flags: load_xsb_to_ces": global
104 settings of individual level files are overwritten by template level
105 (except playfield size, level name, level author and template flag)
108 * added handling of gravity ports when converting Supaplex style R'n'D
109 levels to native Supaplex levels for playing with Supaplex engine
112 * fixed bug in Supaplex engine regarding initial screen scroll position
115 * fixed EMC style pushing animations in the R'n'D graphics engine (when
116 using ".2nd_movement_tile" for animations having start and end tile)
117 * for this to work (look) properly for two-tile pushing animations with
118 non-black (i.e. opaque) background, the pushing graphics drawing order
119 was changed to first draw the pushed element, then the player (maybe
120 this should be controlled by an ".anim_mode" flag yet to be added)
121 * two-tile animations for moving or pushing should have 7 frames for
122 normal speed, 15 frames for half speed etc. to display correct frames
123 * two-tile animations are also displayed correctly with different speed
124 settings for the player (for pushing animations) or moving elements
127 * added searching for template level (file "template.level") not only
128 inside the level set directory, but also in above level directories;
129 this makes is possible to use the same single template level file
130 (placed in a level group directory) for many level sub-directories
133 * fixed bug with steel exit being destructible during opening phase
134 * added token "special_flags" to "levelinfo.conf" (currently with the
135 only recognized value "load_xsb_to_ces", doing the same as the flag
136 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
137 converting all elements in native (XSB) Sokoban level files to CEs)
140 * fixed some problems with Supaplex engine when compiling for Windows
143 * added special mode to convert elements of Sokoban XSB levels to CEs
144 by adding "-Dload_xsb_to_ces" to the command line starting the game
145 (also adding a dependency to a template level file "template.level")
148 * added reading native Sokoban levels and level packages (XSB files)
151 * fixed bugs in (auto)scrolling behaviour when passing ports or when
152 wrapping around the playfield through "holes" in the playfield border
155 * changed internal playfield bitmap handling from playfield sized bitmap
156 to screen sized bitmap (visible scrolling area), therefore speeding up
157 graphics operations (by eliminating bitmap updates in invisible areas)
158 and removing playfield size limitations due to increasing bitmap size
159 for larger playfield sizes (while the new implementation always uses
160 a fixed playfield bitmap size for arbitrary internal playfield sizes)
163 * fixed bug with single step mode (there were some cases where the game
164 did not automatically return to pause mode, e.g. when trying to push
165 things that cannot be pushed or when trying to run against a wall)
168 * added support for loading Supaplex levels in MPX level file format
171 * fixed SP engine to set "game over" not before lead out counter done
174 * fixed (potential) compile error when using GCC option "-std=gnu99"
175 (thanks to Tom "spot" Callaway)
178 * fixed array allocation in native Supaplex engine to correctly handle
179 preceding scratch buffers (needed because of missing border checking)
180 * fixed playfield initialization to correctly add raw header bytes as
181 subsequent scratch buffer (needed because of missing border checking)
184 * most important parts of native Supaplex engine integration working:
185 - native Supaplex levels can be played in native Supaplex engine
186 - native Supaplex level/demo files ("*.sp" files) can be re-played
187 - all 111 classic original Supaplex levels automatically solvable
188 - native Supaplex engine can be selected and used from level editor
189 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
192 * fixed another translation problem from VisualBasic to C (where "int"
193 should be "short") causing unsolvable demos with bugs and terminals
194 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
197 * fixed bug when reading Supaplex single level files (preventing loader
198 from seeking to level position like in Supaplex level package files)
201 * first classic Supaplex level running and solved by solution/demo tape
204 * started with integration of native Supaplex engine, using source code
205 of Megaplex from Frank Schindler, based on original Supaplex engine
208 * version number set to 3.2.6.2
211 * version 3.2.6.1 released
214 * fixed bug with element_info[e].gfx_element not being initialized in
215 early game stage, causing native graphics in EMC level sets to be
216 mapped completely to EL_EMPTY (causing a blank screen when playing)
217 (this only happened when starting the program with an EMC set with
218 native graphics, but not when switching to such a set at runtime)
221 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
222 and using self-compiled, patched SDL.dll that solves this problem
223 (interim solution until release of SDL 1.2.14 that should fix this)
226 * extended backwards compatibility mode to allow already fixed bug with
227 change actions (see "2008-02-05") for existing levels (especially the
228 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
231 * reactivated workaround to prevent program crashes due to blitting to
232 the same SDL surface that apparently only occurs on Windows systems
233 (this is no final solution; this problem needs further investigation)
236 * version number set to 3.2.6.1
239 * version 3.2.6.0 released
242 * fixed behaviour of player option "no centering when relocating" which
243 was incorrect when disabled and relocation target inside visible area
244 and "no scrolling when relocating" enabled at the same time
247 * fixed problems with re-mapping players on playfield to input devices:
248 previously, players found on the level playfield were changed to the
249 players connected to input devices (for example, player 3 in the level
250 was changed to player 1 (using artwork of player 3, to be able to use
251 a player with a different color)); this had the disadvantage that CE
252 conditions using player elements did not work (because the players in
253 the level definition are different to those effectively used in-game);
254 the new system uses the same player elements as defined in the level
255 playfield and re-maps the input devices of connected players to the
256 corresponding player elements when playing the level (in the above
257 example, player 3 now really exists in the game and is moved using the
258 events from input device 1); level tapes still store the events from
259 input devices 1 to 4, which are then re-mapped to players accordingly
260 when re-playing the tape (just as it is done when playing the level)
263 * fixed bug with player relocation while the player switches an element
266 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
267 not walkable (and did not let the player enter) when in process of
268 opening, but not fully open yet (which can cause the player not being
269 able to enter the exit in EM/DC style levels in time)
272 * fixed some bugs regarding the new level/CE random seed reset options
275 * moved "level settings" and "editor settings" to two tabbed screens in
276 level editor to gain space for additional level property settings
277 * added level setting to start a level with always the same random seed
278 * added CE action "set random seed" to re-initialize random seed in game
279 (this is the only CE action that gets executed before the CE changes,
280 which is needed to use the newly set random seed during the CE change)
283 * fixed redraw problem of special editor door when playing from editor
286 * fixed initialization of gfx_element for level sketch image creation
289 * added switch for EM style dynamite "[ ] explodes with chain reaction"
290 (with default set to "on" for existing levels, but "off" for all new
291 levels), as EM style dynamite does not chain-explode in original EM
294 * added optional initial inventory for players (pre-collected elements)
295 * added change page actions "set player inventory" and "set CE artwork"
296 * added recognition of "player" parameter on change pages when player
297 actions are defined, but no trigger player in corresponding condition
298 (this resulted in actions that only affected the first player before)
299 * fixed bug with change actions being executed for newly created custom
300 elements resulting from custom element changes, when the intention was
301 only to check for change actions for the previous custom element
304 * changed design and size of element drawing area in level editor
305 * added "element used as action parameter" to element change actions
308 * added possibility to reanimate player immediately after his death
309 (for example, by "change to <player> when explosion of <player>")
312 * fixed bug with "gray" white door not being uncovered by magnifier
313 * added score for collecting (any) key to the white key config page
316 * added condition "deadly when <getting hit by>" for custom elements
317 that behaves a bit like the existing "deadly when <colliding with>",
318 but with the following differences:
319 - it only kills players or friends when it was moving before it hits
320 - it does not kill players or friends that try to run into it
323 * fixed the following change conditions where a player element is used
324 as the "element that is triggering the custom element change":
327 - explosion of <element>
329 (the last two conditions already worked partially, but only for the
330 first player, and not for the "Murphy" player when using "move of")
333 * fixed crash bug caused by accessing invalid element (with value -1)
334 in UpdateGameControlValues()
335 * fixed graphical bug when using two-tile movement animations with EMC
336 game engine without explicitly using native EMC graphics engine
339 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
340 try to push something (due to push delay) does not cause a dig action
343 * fixed bug with reference elements used as trigger elements on custom
344 element change pages not being recognized
345 * fixed bug with reference elements not being removed from the playfield
346 * added engine functionality that allows custom elements that "can dig"
347 other elements not only to do so when moving by themselves, but also
348 when being pushed by the player (therefore adding the functionality to
349 push one element over another element, replacing it with the new one)
352 * added command line function to write level sketch images to directory
355 * merged override and auto-override options into new override options
356 with a new data type than can take the values "no", "yes" and "auto"
359 * fixed growing steel wall to also leave behind steel wall instead of
360 normal, destructible wall
361 * fixed handling of rocks falling through stacks of quicksand with
362 different speed (before, the rocks just got stuck in the quicksand)
365 * fixed nasty bug with auto-override and normal override not working on
366 program startup (especially when current level set has custom artwork)
369 * version 3.2.5 released as special edition "R'n'D jue"
372 * fixed X11 crash bug when blitting masked title screens over background
375 * changed build system to support special editions (like "R'n'D jue")
376 * added (hardcoded) loading graphics for "R'n'D jue" special edition
377 * fixed X11 crash bug when scaling images with width/height less than 32
380 * added "background.PLAYING" (only visible as two-pixel border in game)
381 * added default level set for first start of special R'n'D version
382 * changed door animations for editor always behaving like "quick doors"
385 * added new custom artwork setup option "auto-override non-CE sets" for
386 automatic artwork override that is only used for level sets without
387 custom element artwork (as it does not make much sense to override
388 any artwork that redefines custom element artwork for sets using CEs)
389 * fixed default artwork for "special" R'n'D versions always using the
390 "classic" artwork as the base if base artwork is not explicitly
391 defined in "levelinfo.conf", regardless of different default artwork
392 used by the special R'n'D version -- this is needed because any such
393 custom artwork is designed using the "classic" artwork definitions as
394 the base (including menu definitions and screen positions etc., which
395 would otherwise be taken from the different special default artwork)
398 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
399 for both EMC and R'n'D graphics engine (heavy workarounds needed due
400 to massively broken handling of quicksand in R'n'D game engine)
401 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
402 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
405 * fixed small bug in toon drawing (introduced when fixing the crash bug)
408 * added graphics definition "game.panel.highscore" to display the
409 current levels current high score in the game panel
412 * version number set to 3.2.5
415 * version 3.2.4 released
418 * fixed crash bug in toon drawing functions for large step offset values
421 * fixed some problems with displaying game panel when quick-loading tape
424 * fixed (experimental only) redrawing of every tile per frame (even if
425 unneeded) for the extended (R'n'D based) EMC graphics engine
426 * added optimization to only calculate element count for panel display
427 if really needed (that is, if element count values defined on panel)
428 * fixed problem with special editor door redraw when entering main menu
431 * fixed bug with displaying background for title messages on info screen
432 * some code cleanup for the extended (R'n'D based) EMC graphics engine
435 * fixed bug with CE action "move player" always resulting in player 4
436 if there was a CE action with no trigger player (because the player
437 element was calculated by using log_2() from trigger player bits with
438 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
439 triggering player bit mask and handling all players in "move player"
440 * fixed bug when defined artwork cannot be found for artwork that has
441 default artwork cloned from other artwork (without default filename)
442 * added several fixes to the extended (R'n'D based) EMC graphics engine
445 * fixed broken editor copy and paste for custom elements between levels
448 * title messages are now also searched in graphics artwork directory;
449 those found in graphics directory have precendence over those found
450 in level directory -- this handles title messages stored in graphics
451 directories as part of the artwork set, just like title images; this
452 makes sense, as corresponding special font definitions for messages
453 are usually defined in the same graphics artwork directory, and also
454 because title images and title messages that are combined in a level
455 set introduction should usually not be separated when the level set
456 is used with a different artwork set (e.g. using "override graphics")
457 * fixed problem with door borders on main screen by first drawing doors
458 and then the corresponding border masks, but not vice versa
459 * fixed problem with artwork config entries using the value "[DEFAULT]";
460 this does not what one might expect, but sets the value to an invalid
461 value -- solution: simply ignore such entries, which results in this
462 value keeping its previous (real) default value (in general, entries
463 that should use their default value should just not be defined here)
464 * fixed problem with wrong fading area size from main menu to setup menu
467 * fixed problem with broken crumbled graphics after level set changes
468 when using R'n'D custom artwork with level sets using the EMC engine
471 * fixed invisible "joysticks deactivated ..." text on setup input screen
474 * added use of hashes created from static lists (element tokens, image
475 config, font tokens) to speed up lookup of configuration parameters
476 * fixed bug where element and graphic config token lookup was mixed up
479 * added "busy" animation when initializing program and loading artwork
480 * added initialization profiling for program startup (debugging only)
483 * fixed(?) very strange bug apparently triggered by memset() when code
484 was cross-compiled with MinGW cross-compiler for Windows XP platform
485 (this only happened when using SDL.dll also self-compiled with MinGW)
488 * added graphics engine directive "border.draw_masked_when_fading" that
489 enables/disables drawing of border mask over screen that is just faded
492 * fixed small problem with separate fading definition for game screen
495 * added additional configuration directives for setup screen draw offset
496 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
497 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
498 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
499 used to define draw offset on custom artwork selection screens and
500 "CHOOSE_OTHER" is used on all other list style selection screens, like
501 choosing game speed or screen mode for fullscreen mode)
502 * added additional configuration directives to define main menu buttons:
503 - menu.button_name and menu.button_name.active
504 - menu.button_levels and menu.button_levels.active
505 - menu.button_scores and menu.button_scores.active
506 - menu.button_editor and menu.button_editor.active
507 - menu.button_info and menu.button_info.active
508 - menu.button_game and menu.button_game.active
509 - menu.button_setup and menu.button_setup.active
510 - menu.button_quit and menu.button_quit.active
511 * added eight pure decoration graphic definitions for the game panel
514 * added support for accessing native Diamond Caves II level packages
515 * fixed displaying of game panel values for Emerald Mine game engine
516 * fixed displaying end-of-level time and score values on new game panel
519 * added game panel control to display arbitrary elements on game panel
520 * added game panel control to display custom element score (globally
521 unique for identical custom elements) either as value or as element
522 * added ".draw_masked" and ".draw_order" to game panel control drawing
525 * fixed some general bugs with handling of ".active" elements and fonts
528 * cleanup of game panel elements (some elements were not really needed)
529 * added displaying of gravity state (on/off) as new game panel control
530 * added animation for game panel elements (similar to game elements)
533 * added new pseudo game mode "PANEL" to define panel fonts and graphics
534 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
535 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
536 (else graphics would have to use ".PLAYING", which would be confusing)
537 * fixed bug when fading out to game screen with border mask defined
540 * added attribute ".tile_size" for element style game panel controls
543 * added <space> key as additional valid key to use for confirm requester
546 * improved menu fading, adding separate fading definitions for entering
547 and leaving a "content" screen (in general), and optional definitions
548 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
551 * added (currently invisible) setup option to define scroll delay value
552 * fixed small bug in priority handling when auto-detecting level start
553 position in levels without player element (but player from CE etc.)
554 * added option "game.forced_scroll_delay_value" to override user choice
555 of scroll delay value for certain level sets with "graphicsinfo.conf"
556 * replaced setup option "scroll delay: on/off" by new setup option that
557 directly allows selecting the desired scroll delay value from 0 to 8
560 * added displaying of most game panel control elements (not animated)
563 * added new configuration directives to display additional game engine
564 values on the game control panel, like the following examples:
565 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
566 - game.panel.penguins - number of penguins to rescue
567 - game.panel.level_name - level name of current level
570 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
573 * added new player option "no centering when relocating" for "invisible"
574 teleportations to level areas that look exactly the same, giving the
575 illusion that the player did not relocate at all (this was the default
576 since 3.2.3, but caused visual problems with room creation in "Zelda")
577 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
580 * improved menu fading, adding separate fading definitions for entering
581 and leaving a menu and for fading between menu and "content" screens
582 * fixed small bug with recognizing also ".font_xyz" style definitions
585 * improved menu fading, adding separate fading definitions for fading
586 between menu screens and fading between menu and "destination" screens
589 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
590 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
591 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
592 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
594 * improved title fading, allowing fading animation types "none", "fade"
595 and "crossfade" (including cross-fading of last title to main menu)
598 * added configurability of graphics, sounds and music for title screens,
599 which are separated into initial title screens (only shown once at
600 program startup) and title screens shown for a given level set; these
601 title screens can be composed of up to five title images and up to
602 five title text messages (each drawn using an optional background
603 image), also using background music and/or sounds; aspects like
604 background images, sounds and music of title screens can either be
605 defined generally (valid for all title screens) or specifically (and
606 therefore differently for each title screen) using these directives:
608 to define a background image, sound or music file for all screens:
609 - background.TITLE_INITIAL (for all title screens for game startup)
610 - background.TITLE (for all title screens for level sets)
612 to define a background image, sound or music file for a single screen:
613 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
614 - background.titlescreen_x (with x in 1,2,3,4,5)
615 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
616 - background.titlemessage_x (with x in 1,2,3,4,5)
618 to define the title screen images:
619 - titlescreen_initial_x (with x in 1,2,3,4,5)
620 - titlescreen_x (with x in 1,2,3,4,5)
622 to define the title text messages, place text files into the level set
623 directory that have the following file names:
624 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
625 - titlemessage_x.txt (with x in 1,2,3,4,5)
627 to define the properties of the text messages, either use directives
628 that affect all text messages:
629 - [titlemessage_initial].<suffix>
630 - [titlemessage].<suffix>
631 or use directives that affect single text messages:
632 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
633 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
635 valid values for <suffix> are the same as for readme.<suffix> below;
636 use ".sort_priority" (default: 0) to define an arbitrary order for
637 title images and title messages (which can therefore be mixed)
640 * added full configurability of "readme.txt" screen appearance:
641 - readme.x: <left position used with alignment>
642 - readme.y: <top position>
643 - readme.width: <maximim text width in pixels>
644 - readme.height: <maximum text height in pixels>
645 - readme.chars: <maximum number of chars per line>
646 - readme.lines: <maximum number of lines displayed>
647 - readme.align: left,center,right (default: center)
648 - readme.top: top,middle,bottom (default: top)
649 - readme.font: font name
650 - readme.autowrap: true,false (default: true)
651 - readme.centered: true,false (default: false)
652 - readme.parse_comments: true,false (default: true)
653 - readme.sort_priority: (not used here, but only for title screens)
654 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
655 default), they are automatically determined from "readme.width" and
656 "readme.height" accordingly; when they are not "-1", they have
657 precedence over "readme.width" and "readme.height"
658 * added internal ad-hoc config settings for displaying text files like
659 title messages or "readme.txt" style level set info files:
660 - .font: font name (default: readme.font)
661 - .autowrap: true,false (default: readme.autowrap)
662 - .centered: true,false (default: readme.centered)
663 - .parse_comments: true,false (default: readme.parse_comments)
664 (the leading '.' and the separating ':' are mandatory here); to use
665 these ad-hoc settings, they have to be written inside a comment, like
666 "# .autowrap: false" or "# .centered: true"; these settings then
667 override the above global settings (they can even be used more than
668 once, like "# .centered: true", then some text that should be drawn
669 centered, then "# .centered: false" to go back to non-centered text;
670 important note: after using "# .parse_comments: false", or when using
671 "readme.parse_comments: false", detecting and parsing comments inside
672 the file is disabled and comments are just printed like normal text;
673 also be aware that all automatic text size calculations are done with
674 the font defined in "readme.font", while using different fonts using
675 "# .font: <font>" inside the text file may cause unexpected results
678 * changed some numerical limits in the level editor from 255 to 999
681 * added option "system.sdl_videodriver" to select SDL video driver
682 * added output of SDL video and audio driver to "version info" page
685 * added group element drawing to IntelliDraw drawing functions
686 * fixed animation resetting problem again (last try broke Snake Bite)
687 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
690 * added new (special) "include: <filename>" directive that works in all
691 configuration files (like "graphicsinfo.conf") and that has the same
692 effect as if that directive would be replaced with the content of the
693 specified file (this can be useful to split large configuration files
694 into several smaller ones and include them from one main file, or to
695 store configuration settings that always stay the same into a separate
696 file, while including it and only add those parts that really change)
699 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
702 * fixed bug in "InitMovingField()" where treating an integer array as
703 boolean caused wrong resetting of animations while elements are moving
704 * fixed problem with resetting animations when starting element change
707 * added sort priority for order of title screens and title messages
710 * changed end of game again: do not wait for the user to press a key
711 anymore, but directly ask/confirm tape saving and go to hall of fame
712 * re-enabled quitting of lost game by pressing space or return again
713 * added blanking of mouse pointer when displaying title screens
714 * added remaining menu draw offset definitions for info sub-screens
717 * added setup option to select game speed (from very slow to very fast)
718 * improved handling of title text messages (initial and for level set)
721 * added new options "auto-wrap" and "centered" for DC2 style envelopes
724 * fixed displaying and typing of player name when it is centered
725 * added special characters to be allowed for player name (not only A-Z)
728 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
729 (newer versions of the SDL library seem to not like this anymore)
732 * added code for configuration directives for control of game panel
735 * fixed small cosmetical bug with underlining property tabs in editor
738 * fixed small drawing bug in X11FadeRectangle
739 * added new elements for newly supported Diamond Caves II levels:
740 - EM/DC style exits that disappear after passing
741 - white key and gate (one white key needed for each white gate)
742 - fake gate (there is no key to open/pass this kind of gate!)
743 - extended magic wall which also handles pearls and crystals
747 * changed maximum value for endless loop detection to a higher value
748 (some levels really used very deep recursion without being endless)
751 * added new elements for newly supported Diamond Caves II levels:
752 - growing steel walls
753 - snappable land mine
756 * added new elements for newly supported Diamond Caves II levels:
757 - steel text elements
760 * added level file loader for native Diamond Caves II levels
763 * version number set to 3.2.4
766 * version 3.2.3 released
769 * fixed malloc/free bug when updating EMC artwork entries in level list
770 * added workaround (warning and request to quit the current game) when
771 changing elements cause endless recursion loop (which would otherwise
772 freeze the game, causing a crash-like program exit on some systems)
775 * fixed nasty string overflow bug when entering too long envelope text
778 * added feedback sounds for menu navigation "menu.item.activating" and
779 "menu.item.selecting" (for highlighting and executing menu entries)
782 * improved "no scrolling when relocating" to also consider scroll delay
783 (meaning that the player is not automatically centered in this case;
784 this makes it possible to "invisibly" relocate the player to a region
785 of the level playfield which looks the same as the old level region)
786 * fixed bug with not recognizing "main.input.name.align" when active
789 * fixed bug with displaying masked borders over title screens when
790 screen fading is disabled
793 * fixed infinite loop / crash bug when killing the player while having
794 a CE with the setting "kill player X when explosion of <player X>"
795 * added special editor graphic for "char_space" to distinguish it from
796 "empty_space" when editing a level (in-game graphics still the same)
799 * fixed nasty bug with initialization only done for the first player
802 * small change to handle loading empty element/content list micro chunks
805 * uploaded pre-release (test) version 3.2.3-0 binary and source code
808 * some optimizations on startup speed by reducing initial text output
811 * added caching of custom artwork information for faster startup times
814 * fixed graphical bug when using fewer menu entries on level selection
815 screen than usual (with "menu.list_size.LEVELS" directive)
816 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
817 the backbuffer to the backbuffer by error (with identical rectangle)
820 * fixed bug when displaying titlescreen with size less than element tile
821 * fixed bug that caused elements with "change when digging <e>" event
822 to change for _every_ digged element, not only those specified in <e>
823 * fixed bug that caused impact style collision when dropping element one
824 tile over the player that can both fall down and smash players
825 * fixed bug that caused impact style collision when element changed to
826 falling/smashing element over the player immediately after movement
829 * fixed bug that allowed making engine snapshots from the level editor
832 * fixed bugs with player name and current level positions on main screen
835 * added configuration directives for control of title screens:
836 - "title.fade_delay" for fading time
837 - "title.post_delay" for pause between screens (when not crossfading)
838 - "title.auto_delay" to automatically continue after some time
839 these settings can each be overridden by specifying them with titles:
840 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
841 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
842 fading mode can also be specified:
843 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
844 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
845 default is using normal fading for menues and initial title screens,
846 while using cross-fading for level set title screens
847 * fixed bug with background not drawn in Hall of Fame after game was won
850 * added configuration directives for the remaining main menu items
853 * added additional configuration directives for info screen draw offset:
854 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
855 * added additional configuration directives for preview info text
856 * limited mouse wheel sensitive screen area to scrollable screen area
859 * added highlighted menu text entries to menu navigation when selected
862 * fixed bug that prevented player from correctly being created in the
863 top left corner by a custom element change in a level without player
864 * fixed bug that prevented player from being killed when indestructible,
865 non-walkable element is placed on player position by extended change
866 * added configurable menu button, text and input positions to main menu
869 * added page fading effects for remaining info sub-screens
870 * fixed small bug that caused some delays when answering door request
873 * added directives "border.draw_masked.*" for menu/playfield area and
874 door areas to display overlapping/masked borders from "global.border"
877 * fixed bug with CE with move speed "not moving" not being animated
878 * when changing player artwork by CE action, reset animation frame
881 * fixed bug with not unmapping main menu screen gadgets on other screens
882 * fixed bug with un-pausing a paused game by releasing still pressed key
883 * fixed bug with not redrawing screen when toggling to/from fullscreen
884 mode while fast reloading tape (without redrawing playfield contents)
885 * fixed bug with quick-saving tape snapshot despite answering with "no"
888 * version number set to 3.2.3
891 * version 3.2.2 released
894 * fixed bug with redrawing screen in fullscreen mode after quick tape
895 reloading when using the EMC game engine
896 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
899 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
902 * added engine snapshot functionality for instant tape reloading (this
903 only works for the last tape saved using "quick save", and does not
904 work across program restarts, because it completely works in memory)
907 * version number set to 3.2.2
910 * version 3.2.1 released
913 * fixed nasty bugs with handling error message file on Mac OS X systems
916 * general code cleanup (removing many annoying "#if 0" blocks etc.)
919 * fixed bug that caused broken tapes when manually appending to tapes
920 using the "pause before death" functionality, followed by recording
921 * added setup option to disable fading of screens for faster testing
924 * code cleanup of new fading functions
927 * changed behaviour after solved game -- do not immediately stop engine
928 * added some more smooth screen fadings (game start, hall of fame etc.)
931 * fixed bug with displaying pushed CE with value/score/delay anim_mode
934 * added configurable level preview position, tile size and dimensions
935 * added configurable game panel value positions (gems, time, score etc.)
938 * fixed small bug with time displayed incorrectly when collecting CEs
941 * fixed bug with bumpy scrolling with EM engine in double player mode
944 * added compatibility code to fix "Snake Bite" style levels that were
945 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
948 * fixed bug with scrollbars inside editor when using the Windows mouse
949 enhancement tool "True X-Mouse" (which injects key events to the event
950 queue to insert selected stuff into the Windows clipboard, which gets
951 confused with the "Insert" key for jumping to the last editor cascade
952 block in the element list)
953 * added Rocks'n'Diamonds icon for use as window icon to SDL version
954 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
957 * added selection of preferred fullscreen mode to setup / graphics menu
958 (useful if default mode 800 x 600 does not match screen aspect ratio)
961 * improved down-scaling of images for better editor and preview graphics
962 * changed user data directory for Mac OS X from Unix style to new place
965 * improved level number selection in main menu and player selection in
966 setup menu (input devices section) by using standard button gadgets
967 * added support for mouse scroll wheel (caused buggy behaviour before)
968 * added support for scrolling horizontal scrollbars with mouse wheel by
969 holding "Shift" key pressed while scrolling the wheel
970 * added support for single step mouse wheel scrolling by holding "Alt"
971 key pressed while scrolling the wheel (can be combined with "Shift")
972 * changed output file "stderr.txt" on Windows platform now always to be
973 created in the R'n'D sub-directory of the personal documents directory
974 * added Windows message box to direct to "stderr.txt" after error aborts
977 * improved general scrollbar handling (when jump-scrolling scrollbars)
980 * changed scrollbars to always show last line as first after scrolling
981 (that means jumping n - 1 screen lines instead of n screen lines)
984 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
985 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
986 * fixed special handling of vertically stacked acid becoming fake acid
989 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
990 affect multiple instances of the same CE, although this kind of
991 change condition usually only affects one single custom element
994 * version number set to 3.2.1
997 * version 3.2.0 released
1000 * reorganized level editor element list a bit to match engines better
1003 * fixed newly introduced bug with wrongly initializing clipboard element
1006 * fixed bug with displaying visible/invisible level border in editor
1009 * reorganized some elements in the level editor element list
1012 * fixed bug with displaying any player as "yellow" when moving into acid
1013 * fixed bug with displaying running player when player stopped at border
1016 * fixed bug with player exploding when moving into acid
1017 * fixed bug with level settings being reset in editor and when playing
1018 (some compatibility settings being set not only after level loading)
1019 * fixed crash bug when number of custom graphic frames was set to zero
1020 * fixed bug with teleporting player on walkable tile not working anymore
1021 * added partial compatibility support for pre-release-only "CONF" chunk
1022 (to make Alan Bond's "color cycle" demo work again :-) )
1025 * fixed some bugs when displaying title screens from info screen menu
1026 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1029 * changed file major version to 3 to reflect level file format changes
1030 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1033 * added new chunk "NAME" to level file format for level name settings
1034 * added new chunk "NOTE" to level file format for envelope settings
1035 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1036 * updated magic(5) file to recognize changed and new level file chunks
1037 * removed change events "change when CE value/score changes" as unneeded
1040 * changed gravity (which only affects the player) from level property
1041 to player property (only makes a difference in multi-player levels)
1042 * added change events "change when CE value/score changes"
1043 * added change events "change when CE value/score changes of <element>"
1046 * added new chunk "INFO" to level file format for global level settings
1047 * added all element settings from "HEAD" chunk to "CONF" chunk
1048 * added all global level settings from "HEAD" chunk to "INFO" chunk
1051 * changed level file format by adding two new chunks "CUSX" (for custom
1052 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1053 elements, replacing the previous "GRP1" chunk); these new IFF style
1054 chunks use the new and flexible "micro chunks inside chunks" technique
1055 already used with the new "CONF" chunk (for normal element properties)
1056 which makes it possible to easily extend the existing level format
1057 (instead of using fixed-length chunks like before, which are either
1058 too big due to reserved bytes for future use, or too small when those
1059 reserved bytes have all been used and even more data should be stored,
1060 requiring the replacement by new and larger chunks just like it went
1061 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1064 * added credits pages to the "credits" section that were really missing
1065 * added some missing element descriptions to the level editor
1066 * added down position of switchgate switch to the level editor
1067 and allowed the use of both switch positions at the same time
1068 * changed use of "Insert" and "Delete" keys to navigate element list in
1069 level editor to start of previous or next cascading block of elements
1072 * added the possibility to view the title screen to the info screen menu
1073 * fixed some minor bugs with viewing title screens
1076 * fixed bug with title (cross)fading in/out when using fullscreen mode
1079 * fixed bug that forced re-defining of menu settings in local graphics
1080 config file which are already defined in existing base config file
1081 * fixed small bug that caused door sounds playing when music is enabled
1084 * added the possibility to define up to five title screens for each
1085 level set that are displayed after loading using (cross)fading in/out
1086 (this was added to display the various start images of the EMC sets)
1089 * added "CE score gets zero [of]" to custom element trigger conditions
1090 * added setup option to display element token name in level editor
1093 * added compatibility code for Juergen Bonhagen's menu artwork settings
1096 * fixed bug with displaying wrong animation frame 0 after CE changes
1097 * fixed bug with creating invisible elements when light switch is on
1100 * added selection between ECS and AGA graphics for EMC levels to setup
1103 * adjusted font handling for various narrow EMC style fonts
1106 * changed EM engine behaviour back to re-allow initial rolling springs
1109 * fixed handling of over-large selectboxes (less error-prone now)
1110 * fixed bug when creating GE with walkable element under the player
1113 * added use of "Insert" and "Delete" keys to navigate element list in
1114 level editor to start of custom elements or start of group elements
1115 * added virtual elements to access CE value and CE score of elements:
1116 - "CE value of triggering element"
1117 - "CE score of triggering element"
1118 - "CE value of current element"
1119 - "CE score of current element"
1122 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1125 * changed behaviour of network games with internal errors (because of
1126 different client frame counters) from immediately terminating R'n'D
1127 to displaying an error message requester and stopping only the game
1128 (also to prevent impression of crashes under non command-line runs)
1129 * fixed playing network games with the EMC engine (did not work before)
1130 * fixed bug with not scrolling the screen in multi-player mode with the
1131 focus on player 1 when all players are moving in different directions
1132 * fixed bug with keeping pointer to gadget even after its deallocation
1133 * fixed bug with allowing "focus on all players" in network games
1134 * fixed bug with player focus when playing tapes from network games
1137 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1140 * code cleanup for game action control for R'n'D and EMC game engine
1143 * fixed bug in multi-player movement with focus on both players
1144 * added option to control only the focussed player with all input
1147 * added player focus switching to level tape recording and re-playing
1150 * fixed some bugs in player focus switching in EMC and RND game engine
1153 * added special Supaplex animations for Murphy digging and snapping
1154 * added special Supaplex animations for Murphy being bored and sleeping
1157 * added four new yam yams with explicit start direction for EMC engine
1158 * fixed bug in src/libgame/text.c with printing text outside the window
1161 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1164 * added delayed ignition of EM style dynamite when used in R'n'D engine
1165 * added limited movement range to EMC engine when focus on all players
1168 * fixed bug with missing (zero) score values for native Supaplex levels
1171 * added "continuous snapping" (snapping many elements while holding the
1172 snap key pressed, without releasing the snap key after each element)
1173 as a new player setting for more compatibility with the classic games
1176 * finished scrolling for "focus on all players" in EMC graphics engine
1179 * level sets with "levels: 0" are ignored for levels, but not artwork
1180 * fixed bug when scanning empty level group directories (endless loop)
1183 * fixed bug with explosion graphic for player using "Murphy" graphic
1184 * fixed bug with explosion graphic if player leaves explosion in time
1185 * changed some descriptive text in setup menu to use medium-width font
1186 * added key shortcut settings for switching player focus to setup menu
1189 * fixed bug with random value initialization when recording tapes
1190 * fixed bug with playing single player tapes when team mode activated
1193 * fixed little bug when trying to switch to player that does not exist
1196 * added player switching (visual and quick) to R'n'D and EM game engine
1197 * added setup option to select visual or quick in-game player switching
1200 * added use of "Home" and "End" keys to handle element list in editor
1203 * fixed bug with adding score when playing tape with EMC game engine
1204 * added steel wall border for levels using EMC engine without border
1205 * finally fixed delayed scrolling in EMC engine also for small levels
1208 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1211 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1212 * fixed bug when displaying info element without action, but direction
1215 * fixed minor graphical problems with springs smashing and slurping
1216 (when using R'n'D style graphics instead of EMC style graphics)
1219 * added scroll delay (as configured in setup) to EMC graphics engine
1222 * improved screen redraw for EMC graphics engine (faster and smoother)
1223 * when not scrolling, do not redraw the whole playfield if not needed
1226 * added multi-player mode for EMC game engine (with up to four players)
1229 * added android (can clone elements) from EMC engine to R'n'D engine
1232 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1235 * added selectbox for initial player speed to player settings in editor
1238 * version 3.1.2 created that is basically version 3.1.1, but with a
1239 major bug fixed that prevented editing your own private levels
1240 * version 3.1.2 released
1243 * added magic ball (creates elements) from EMC engine to R'n'D engine
1246 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1249 * fixed bug when using "CE can leave behind <trigger element>"
1250 * added new change condition "(after/when) creation of <element>"
1251 * added new change condition "(after/when) digging <element>"
1252 * fixed bug accessing invalid gadget that caused crashes under Windows
1253 * deactivated new possibility for multiple CE changes per frame
1256 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1259 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1260 * fixed bug with not keeping CE value for moving CEs with only action
1261 * changed CE action selectboxes in editor to be only reset when needed
1264 * added option "use artwork from element" for custom player artwork
1265 * added option "use explosion from element" for player explosions
1268 * added cascaded element lists in the level editor
1269 * added persistence for cascaded element lists by "editorcascade.conf"
1270 * added dynamic element list with all elements used in current level
1271 * added possibility for multiple CE changes per frame (experimental)
1274 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1277 * changed "score for each 10 seconds/steps left" to "1 second/step"
1278 * added own score for collecting "extra time" instead of sharing it
1279 * added change events "switched by player" and "player switches <e>"
1280 * added change events "snapped by player" and "player snaps <e>"
1281 * added "set player artwork: <element choice>" to CE action options
1282 * added change event "move of <element>"
1285 * added "set player shield: off / normal / deadly" to CE action options
1286 * added new player option "use level start element" in level editor
1287 to set the correct focus at level start to elements from which the
1288 player is created later (this did not work before for cascaded CE
1289 changes resulting in creation of the player; it is now also possible
1290 to create the player from a yam yam which is smashed at level start)
1293 * added "set player speed: frozen (not moving)" to CE action options
1294 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1297 * added new player option "block snap field" (enabled by default) to
1298 make it possible to show a snapping animation like in Emerald Mine
1301 * added dynamic selectboxes to custom element action settings in editor
1302 * added "CE value" counter for custom elements (instead of "CE count")
1303 * added option to use the last "CE value" after custom element change
1304 * added option to use the "CE value" of other elements in CE actions
1305 * fixed odd behaviour when pressing time orb in levels w/o time limit
1306 * added checkbox "use time orb bug" for older levels that use this bug
1309 * added missing configuration settings for the following elements:
1310 - EL_TIMEGATE_SWITCH (time of open time gate)
1311 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1312 - EL_SHIELD_NORMAL (time of shield duration)
1313 - EL_SHIELD_DEADLY (time of shield duration)
1314 - EL_EXTRA_TIME (time added to level time)
1315 - EL_TIME_ORB_FULL (time added to level time)
1318 * added "wind direction" as a movement pattern for custom elements
1319 * added initial wind direction for balloon / custom elements to editor
1320 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1323 * added parameters for "game of life" and "biomaze" elements to editor
1326 * added level file chunk "CONF" for generic level and element settings
1329 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1332 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1333 * added sound action ".page[1]" to ".page[32]" for each CE change page
1336 * added image config suffix ".clone_from" to copy whole image settings
1337 * fixed bug with invalid ("undefined") CE settings in old level files
1340 * fixed graphical bug with smashing elements falling faster than player
1343 * fixed major bug which prevented private levels from being edited
1344 * fixed bug with precedence of general and special font definitions
1347 * fixed graphical bug with player animation when player moves slowly
1350 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1353 * fixed bug which prevented "global.num_toons: 0" from working
1356 * major code cleanup (removed all these annoying "#if 0" blocks)
1359 * added custom element actions for CE change page in level editor
1362 * fixed music initialization bug in init.c (thanks to David Binderman)
1363 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1364 (this bug must probably be fixed at other places, too)
1367 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1368 (should be '#include <SDL.h>' instead)
1371 * fixed bug which prevented "walkable from no direction" from working
1372 (due to compatibility code overwriting this setting after loading)
1375 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1378 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1379 * version 3.1.1 released
1382 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1383 on 64-bit architecture systems with LP64 data model
1386 * fixed bug with bombs not exploding when hitting the last level line
1387 (introduced after the release of 3.1.0)
1390 * added support for dumping small-sized level sketches from editor
1393 * added recognition of "trigger element" for "change digged element to"
1394 (this is not really what the "trigger element" was made for, but its
1395 use may seem obvious for leaving back digged elements unchanged)
1398 * fixed multiple warnings about failed joystick device initialization
1401 * fixed bug with dynamite dropped on top of just dropped custom element
1402 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1403 dynamite can still be dropped, but drop key must be released before
1406 * fixed bug with wrong start directory when started from file browser
1407 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1410 * fixed bug causing "change when impact" on player not working
1411 * fixed wrong priority of "hitting something" over "hitting <element>"
1412 * fixed wrong priority of "hit by something" over "hit by <element>"
1415 * fixed graphical bug which caused the player (being Murphy) to show
1416 collecting animations although the element was collected by penguin
1419 * fixed two bugs causing wrong door background graphics in system.c
1420 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1423 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1424 * added "no direction" to "walkable/passable from" selectbox options
1427 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1428 * in tape autoplay, not only report broken, but also missing tapes
1431 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1434 * fixed small bug with "linear" animation not working for active lamp
1437 * fixed bug with moving up despite gravity due to "block last field"
1438 * fixed small bug with wrong draw offset when typing name in main menu
1439 * when reading user names from "passwd", ignore data after first comma
1440 * when creating new "levelinfo.conf", only write some selected entries
1443 * fixed displaying "imported from/by" on preview with empty string
1444 * fixed ignoring draw offset for fonts used for level preview texts
1447 * fixed a delay problem with SDL and too many mouse motion events
1448 * added setup option "skip levels" and level skipping functionality
1451 * added move speed "not moving" for non-moving CEs, but with direction
1454 * fixed mapping of obsolete element token names in "editorsetup.conf"
1455 * fixed bug with sound "acid.splashing" treated as a loop sound
1456 * fixed some little sound bugs in native EM engine
1459 * fixed small bug when dragging scrollbars to end positions
1462 * added editor element descriptions written by Aaron Davidson
1465 * improved fallback handling when configured artwork is not available
1466 (now using default artwork instead of exiting when files not found)
1469 * fixed bug on level selection screen when dragging scrollbar
1472 * fixed bug which caused broken tapes when appending to EM engine tapes
1475 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1478 * added code to replace changed artwork config tokens with other tokens
1479 (needed for backwards compatibility, so that older tokens still work)
1482 * added native R'n'D graphics for some new EMC elements in EM engine
1485 * fixed some bugs in the EM engine integration code
1486 * changed EM engine code to allow diagonal movement
1487 * changed EM engine code to allow use of separate snap and drop keys
1490 * fixed some redraw bugs when using EM engine
1493 * fixed bug with not converting RND levels which are set to use native
1494 engine to native level structure when loading
1497 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1500 * version number set to 3.2.0
1503 * level data now reset to defaults after attempt to load invalid file
1506 * added use of "editorsetup.conf" for different level sets
1509 * added auto-detection for various types of Emerald Mine level files
1512 * fixed bug with scrollbars getting too small when list is very large
1515 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1518 * added most level editor configuration gadgets for new EMC elements
1521 * added more element and graphic definitions for new EMC elements
1524 * modified native EM engine to use integrated R'n'D sound system
1527 * added SDL support to graphics functions in native EM engine
1528 (by always using generic libgame interface functions)
1531 * fixed bug in frame synchronization in native EM engine
1534 * added code to convert levels between R'n'D and native EM engine
1537 * new Emerald Mine engine can now play levels selected in main menu
1540 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1541 (which creates scaled down graphics for level editor and preview);
1542 there's still a memory leak somewhere in the artwork handling code
1543 * added "scale image up" functionality to X11 version of zoom function
1546 * first attempts to integrate new, native Emerald Mine Club engine
1549 * fixed bug in gadget code which caused reset of CEs in level editor
1550 (example: pressing 'b' [grab brush] on CE config page erased values)
1551 (solution: check if gadgets in ClickOnGadget() are really mapped)
1552 * improved level change detection in editor (settings now also checked)
1553 * fixed bug with "can move into acid" and "don't collide with" state
1556 * fixed maze runner style CEs to use the configured move delay value
1559 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1562 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1563 * fixed the above fix because it broke level set "machine" (*sigh*)
1564 * fixed random element placement in level editor to work as expected
1565 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1568 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1571 * fixed bug (missing array boundary check) which caused broken tapes
1572 * fixed bug (when loading level template) which caused broken levels
1573 * fixed bug with new block last field code when using non-yellow player
1576 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1577 * internal change of how the player blocks the last field when moving
1578 * fixed blocking delay of last field for EM and SP style block delay
1579 * fixed bug where the player had to wait for the usual move delay after
1580 unsuccessfully trying to move, when he directly could move after that
1581 * the last two changes should make original Supaplex level 93 solvable
1582 * improved use of random number generator to make it less predictable
1583 * fixed behaviour of slippery SP elements to let slip left, then right
1586 * fixed bug with wrong door state after trying to quickload empty tape
1587 * fixed waste of static memory usage of the binary, making it smaller
1588 * fixed very little graphical bug in Supaplex explosion
1591 * version number set to 3.1.1
1594 * version 3.1.0 released
1597 * fixed bug with crash when writing user levelinfo.conf the first time
1600 * added option "convert LEVELDIR [NR]" to command line batch commands
1601 * re-converted Supaplex levels to apply latest engine fixes
1602 * changed "use graphic/sound of element" to "use graphic of element"
1603 due to compatibility problems with some levels ("bug machine" etc.)
1606 * fixed bug with CE change replacing player with same or other player
1609 * fixed bug with opaque font in envelope with background graphic when
1610 background graphic is not transparent itself
1613 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1614 * corrected original Supaplex level loading code to use these new ports
1615 * also corrected Supaplex loader to auto-count infotrons if set to zero
1618 * fixed bug with missing initialization of "modified" flag for GEs
1621 * fixed bug that caused endless recursion loop when relocating player
1622 * fixed tape recorder bug in "step mode" when using "pause before end"
1623 * fixed tape recorder bug when changing from "warp forward" mode
1626 * fixed bug with "when touching" for pushed elements at last position
1629 * fixed bug that caused two activated toolbox buttons in level editor
1630 * fixed bug with exploding dynabomb under player due to other explosion
1633 * fixed bug with creating walkable custom element under player (again)
1634 * fixed bug with not copying explosion type when copying CEs in editor
1635 * fixed graphical bug when drawing player in setup menu (input devices)
1636 * fixed graphical bug when the player is pushing an accessible element
1637 * fixed bug with classic switchable elements triggering CE changes
1638 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1639 * fixed crash bug when CE leaves behind the trigger player element
1642 * fixed bug with broken tubes after placing/exploding dynamite in them
1643 * fixed bug with exploding dynamite under player due to other explosion
1644 * fixed bug with not resetting push delay under certain circumstances
1647 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1648 * added network multiplayer code for Windows (thanks to Niko Böhm)
1651 * added option "reachable despite gravity" for gravity movement
1652 * changed gravity movement of most classic walkable and passable
1653 elements back to "not reachable" (for compatibility reasons)
1656 * fixed (removed) "indestructible" / "can explode" dependency in editor
1657 * fixed (removed) "accessible inside" / "protected" dependency
1658 * fixed (removed) "step mode" / "shield time" dependency
1661 * fixed dynabombs exploding now into anything diggable
1662 * fixed Supaplex style gravity movement into buggy base now impossible
1663 * added pressing key "space" as valid action to select menu options
1666 * added "replace when walkable" to relocate player to walkable element
1667 * added "enter"/"leave" event for elements affected by relocation
1668 * fixed "direct"/"indirect" change order also for "when change" event
1669 * fixed graphical bug when pushing things from elements walkable inside
1672 * fixed graphic bug when player is snapping while moving in old levels
1673 * fixed bug when a moving custom element leaves a player element behind
1674 * fixed bug with mole not disappearing when moving into acid pool
1675 * fixed bug with incomplete path setting when using "--basepath" option
1676 * moving CE can now leave walkable elements behind under the player
1677 * when relocating, player can be set on walkable element now
1678 * fixed another gravity movement bug
1681 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1684 * added "collectible" and "removable" to extended replacement types
1685 (where "removable" replaces "diggable" and "collectible" elements)
1686 * added "collectible & throwable" (to throw element to the next field)
1687 * fixed bug with CEs digging elements that are just about to explode
1688 * changed mouse cursor now always being visible when game is paused
1691 * added possibility to push/press accessible elements from a side that
1693 * fixed bug with not setting actual date when appending to tape
1696 * fixed bug with incorrectly initialized custom element editor graphics
1699 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1700 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1703 * fixed bug with destroyed robot wheel still attracting robots forever
1704 * fixed bug with time gate switch deactivating after robot wheel time
1705 (while the time gate itself is not affected by this misbehaviour)
1706 * changed behaviour of BD style amoeba to always get blocked by player
1707 (before it was different when there were non-BD elements in level)
1708 * fixed bug with player destroying indestructable elements with shield
1711 * added option to make growing elements grow into anything diggable
1712 (for the various amoeba types, biomaze and "game of life")
1715 * fixed bug with movable elements not moving after left behind by CEs
1716 * changed gravity movement to anything diggable, not only sand/base
1717 * optionally allowing passing to walkable element, not only empty space
1718 * added option "can pass to walkable element" for players
1719 * finally fixed gravity movement (hopefully)
1722 * fixed bug with movable elements not moving anymore after falling down
1725 * fixed another bug with custom elements digging and leaving elements
1726 * fixed bug with "along left/right side" and automatic start direction
1727 * trigger elements now also displayed when "more custom" deactivated
1728 * fixed bug with clipboard element initialized when loading new level
1729 * added option "drop delay" to set delay before dropping next element
1732 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1735 * added copy and paste functions for custom change pages
1736 * enhanced graphical display and functionality of tape recorder
1737 * fixed bug with custom elements digging and leaving elements
1740 * added move speed faster than "very fast" for custom elements
1741 * fixed bug with 3+3 style explosions and missing border content
1742 * fixed little bug when copying custom elements in the editor
1743 * enhanced custom element changes by more side trigger actions
1746 * added option "no scrolling when relocating" for instant teleporting
1747 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1750 * added trigger element and trigger player to use as target elements
1751 * added copy and paste functions for custom and group elements
1754 * fixed graphical bug when displaying explosion animations
1755 * fixed bug when appending to tapes, resulting in broken tapes
1756 * re-recorded a few tapes broken by fixing gravity checking bug
1759 * "can move into acid" property now for all elements independently
1760 * "can fall into acid" property for player stored in same bitfield now
1761 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1762 * version number set to 3.1.0 (finally!)
1765 * changed tape recording to only record input, not programmed actions
1768 * fixed totally broken (every 8th frame skipped) step-by-step recording
1769 * fixed bug with requester not displayed when quick-loading interrupted
1770 * added option "can fall into acid (with gravity)" for players
1771 * fixed bug with player not falling when snapping down with gravity
1774 * fixed bug which messed up key config when using keypad number keys
1777 * fixed bug which allowed moving upwards even when gravity was active
1778 * fixed bug with missing error handling when dumping levels or tapes
1781 * added different colored editor graphics for Supaplex gravity tubes
1784 * fixed bug that allowed solvable tapes for unsolvable levels
1787 * use unlimited number of droppable elements when "count" set to zero
1788 * added option to use step limit instead of time limit for level
1791 * added player and change page as trigger for custom element change
1794 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1797 * fixed bug with dark yamyam changing to acid when moving over acid
1798 * fixed handling of levels with more than 999 seconds level time
1799 (example: level 76 of "Denmine")
1802 * "spring push bug" reintroduced as configurable element property
1803 * fixed bug with missing properties for "mole"
1804 * fixed bug that showed up when fixing the above "mole" properties bug
1805 * added option "can move into acid" for all movable elements
1806 * fixed graphical bug for elements moving into acid
1807 * changed event handling to handle all pending events before going on
1810 * fixed bug which caused all CE change pages to be ignored which had
1811 the same change event, but used a different element side
1812 (reported by Simon Forsberg)
1814 * fixed bug which caused elements that can move and fall and that are
1815 transported by a conveyor belt to continue moving into that direction
1816 after leaving the conveyor belt, regardless of their own movement
1817 type; only elements which can not move are transported now
1818 (reported by Simon Forsberg)
1820 * fixed bug which could cause an array overflow in RelocatePlayer()
1821 (reported by Niko Böhm)
1823 * changed Emerald Mine style "passable / over" elements to "protected"
1824 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1826 * added new option to select from which side a "walkable/passable"
1827 element can be entered
1830 * added explosion and ignition delay for elements that can explode
1833 * fixed bug which caused player not being protected against enemies
1834 when a CE was "walkable / inside" and was not "indestructible"
1835 * added "walkable/passable" fields to be "protected/unprotected"
1836 against enemies, even if not accessible "inside" but "over/under"
1839 * corrected move pattern to 32 bit and initial move direction to 8 bit
1842 * added second custom element base configuration page
1845 * added some special EMC mappings to Emerald Mine level loader
1846 (also covering previously unknown element in level 0 of "Bondmine 8")
1849 * added option to block last field when player is moving (for Supaplex)
1850 * adjusted push delay of Supaplex elements
1851 * removed delays for envelopes etc. when replaying with maximum speed
1852 * fixed bug when dropping element on a field that just changed to empty
1855 * fixed bug: infotrons can now smash yellow disks
1856 * fixed bug: when gravity active, port above player can now be entered
1857 * removed "one white dot" mouse pointer which irritated some people
1860 * added "choice type" for group element selection
1863 * fixed bug with initial invulnerability of non-yellow player
1866 * added level loader for loading native Supaplex packed levels
1867 (including multi-part levels like the "splvls99" levels)
1870 * fixed bug which allowed creating emeralds by escaping explosions
1873 * custom elements can change (limited) or leave (unlimited) elements
1874 * finally added multiple matches using group elements
1875 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1878 * added new start movement type "previous" for continued CE movement
1879 * added new start movement type "random" for random CE movement start
1882 * added new element "sokoban_field_player" needed for Sokoban levels
1883 (thanks to Ed Booker for pointing this out!)
1886 * added elements that can be digged or left behind by custom elements
1889 * added group elements for multiple matches and random element creation
1892 * fixed some graphical errors displayed in old levels
1895 * fixed wrong double speed movement after passing closing gates
1898 * added level loader for loading native Emerald Mine levels
1901 * changes for "shooting" style CE movement
1904 * Happy New Year! ;-)
1907 * changed default snap/drop keys from left/right Shift to Control keys
1910 * fixed bug with dead player getting reanimated from custom element
1913 * fixed bug with wrong penguin graphics (when entering exit)
1916 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1919 * version number set to 3.0.9
1922 * version 3.0.8 released
1925 * added function checked_free()
1928 * fixed bug with double nut cracking sound
1929 (by eliminating "default element action sound" assignment in init.c)
1932 * fixed crash when no music info files are available
1935 * fixed boring and sleeping sounds
1938 * added "maze runner" and "maze hunter" movement types
1939 * added extended collision conditions for custom elements
1942 * added warnings for undefined token values in artwork config files
1945 * added menu entry for level set information to the info screen
1948 * fixed bug with wrong default impact sound for colored emeralds
1951 * added several sub-screens for the info screen
1952 * menu text now also clickable (not only blue/red sphere left of it)
1955 * added configurable "bored" and "sleeping" animations for the player
1956 * added "awakening" sound for player when waking up after sleeping
1959 * added "copy" and "exchange" functions for custom elements to editor
1962 * added configurable element animations for info screen
1965 * added configurable music credits for info screen
1968 * finally fixed tape recording when player is created from CE change
1971 * added "editorsetup.conf" for editor element list configuration
1974 * added "musicinfo.conf" for menu and level music configuration
1977 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1978 (that only showed up on Linux, but not on Windows systems)
1981 * fixed turning movement of butterflies and fireflies (no frame reset)
1982 * enhanced sniksnak turning movement (two steps instead of only one)
1985 * version number set to 3.0.8
1988 * version 3.0.7 released
1991 * fixed reset of player animation frame when, for example,
1992 walking, digging or collecting share the same animation
1993 * fixed CE with "deadly when touching" exploding when touching amoeba
1996 * fixed tape recording when player is created from CE element change
1999 * introduced "turning..." action graphic for elements with move delay
2000 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2001 * added turning animations for bug, spaceship and sniksnak
2004 * prevent "extended" changed elements from delay change in same frame
2007 * fixed bug when pushing element that can move away to the side
2008 (like pushing falling elements, but now with moving elements)
2011 * finally fixed serious bug in code for delayed element pushing (again)
2014 * unavailable setup options now marked as "n/a" instead of "off"
2015 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2016 to "true", levels are always played with the latest game engine,
2017 which is desired for levels that are imported from other games; all
2018 other levels are played with the engine version stored in level file
2019 (which is normally the engine version the level was created with)
2022 * fixed serious bug in code for delayed element pushing
2023 * fixed little bug in animation frame selection for pushed elements
2024 * speed-up of reading config file for verbose output
2027 * added configuration option for opening and closing Supaplex exit
2028 * added configuration option for moving up/down animation for Murphy
2029 * fixed incorrectly displayed animation for attacking dragon
2030 * fixed bug with not setting initial gravity for each new game
2031 * fixed bug with teleportation of player by custom element change
2032 * fixed bug with player not getting smashed by rock sometimes
2035 * version number set to 3.0.7
2038 * version 3.0.6 released
2041 * added support for MP3 music for SDL version through SMPEG library
2044 * fixed bug when initializing font graphic structure
2045 * fixed bug with animation mode "pingpong" when using only 1 frame
2046 * fixed bug with extended change target introduced in 3.0.5
2047 * fixed bug where passing over moving element doubles player speed
2048 * fixed bug with elements continuing to move into push direction
2049 * fixed bug with duplicated player when dropping bomb with shield on
2050 * added "switching" event for custom elements ("pressing" only once)
2051 * fixed switching bug (resetting flag when not switching but not idle)
2054 * fixed element tokens for certain file elements with ".active" etc.
2057 * version number set to 3.0.6
2060 * version 3.0.5 released
2063 * now four envelope elements available
2064 * font, background, animation and sound for envelope now configurable
2065 * main menu doors opening/closing animation type now configurable
2068 * active/inactive sides configurable for custom element changes
2069 * new movement type "move when pushed" available for custom elements
2072 * fixed bug in multiple config pages loader code that caused crashes
2075 * enhanced (remaining low-resolution) Supaplex graphics
2078 * version number set to 3.0.5
2081 * version 3.0.4 released
2083 2003-09-12 src/tools.c
2084 * fixed bug in custom definition of crumbled element graphics
2086 2003-09-11 src/files.c
2087 * fixed bug in multiple config pages code that caused crashes
2090 * version number set to 3.0.4
2093 * version 3.0.3 released
2096 * added music to Supaplex classic level set
2098 2003-09-07 src/libgame/misc.c
2099 * added support for loading various music formats through SDL_mixer
2101 2003-09-06 (various source files)
2102 * fixed several nasty bugs that may have caused crashes on some systems
2103 * added envelope content which gets displayed when collecting envelope
2104 * added multiple change event pages for custom elements
2106 2003-08-24 src/game.c
2107 * fixed problem with player animation when snapping and moving
2109 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2110 * fixed problem with flickering when drawing toon animations
2112 2003-08-23 src/libgame/sdl.c
2113 * fixed problem with setting mouse cursor in SDL version in fullscreen
2115 2003-08-23 src/game.c
2116 * fixed bug (missing array boundary check) which could crash the game
2119 * version number set to 3.0.3
2122 * version 3.0.2 released
2124 2003-08-21 src/game.c
2125 * fixed bug with creating inaccessible elements at player position
2127 2003-08-20 src/init.c
2128 * fixed bug with not finding current level artwork directory
2130 2003-08-20 src/files.c
2131 * fixed bug with choosing wrong engine version when playing tapes
2132 * fixed bug with messing up custom element properties in 3.0.0 levels
2135 * version number set to 3.0.2
2138 * version 3.0.1 released
2140 2003-08-17 (no source files affected)
2141 * changed all "classic" PCX image files with 16 colors or less to
2142 256 color (8 bit) storage format, because the Allegro game library
2143 cannot handle PCX files with less than 256 colors (contributed
2144 graphics are not affected and might look wrong in the DOS version)
2146 2003-08-16 src/init.c
2147 * fixed bug which (for example) crashed the level editor when defining
2148 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2149 (only set to default) -- invalid graphics now set to default graphic
2151 2003-08-16 src/init.c
2152 * fixed graphical bug of player digging/collecting/snapping element
2153 when no corresponding graphic/animation is defined for this action,
2154 resulting in player being drawn as EL_EMPTY (which should only be
2155 done to elements being collected, but not to the player)
2157 2003-08-16 src/game.c
2158 * fixed small graphical bug of player not totally moving into exit
2160 2003-08-16 src/libgame/setup.c
2161 * fixed bug with wrong MS-DOS 8.3 filename conversion
2163 2003-08-16 src/tools.c
2164 * fixed bug with invisible mouse cursor when pressing ESC while playing
2166 2003-08-16 (various source files)
2167 * added another 128 custom elements (disabled in editor by default)
2169 2003-08-16 src/editor.c
2170 * fixed NULL string bug causing Solaris to crash in sprintf()
2172 2003-08-16 src/screen.c
2173 * fixed drawing over scrollbar on level selection with custom fonts
2175 2003-08-15 src/game.c
2176 * cleanup of simple sounds / loop sounds / music settings
2178 2003-08-08 (various source files)
2179 * added custom element property for dropping collected elements
2181 2003-08-08 src/conf_gfx.c
2182 * fixed bug with missing graphic for active red disk bomb
2184 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2185 * extended variable "level.gravity" to "level.initial_gravity" and
2186 "game.current_gravity" to prevent level setting from being changed
2187 by playing the level (keeping the runtime value after playing)
2189 * fixed graphics bug when digging element that has 'crumbled' graphic
2190 definition, but not 'diggable' graphic definition
2193 * version number set to 3.0.1
2196 * version 3.0.0 released
2199 * various bug fixes; among others:
2200 - fixed bug with pushing spring over empty space
2201 - fixed bug with leaving tube while placing dynamite
2202 - fixed bug with explosion of smashed penguins
2203 - allow Murphy player graphic in levels with non-Supaplex elements
2207 * I have forgotten to document changes for some time
2210 * pre-release version 2.2.0rc1 released
2213 * version number set to 2.1.2
2216 * version 2.1.1 released
2219 * version number set to 2.1.1
2222 * version 2.1.0 released
2225 * version number set to 2.1.0
2227 2002-04-03 to 2002-05-19 (various source files)
2228 * graphics, sounds and music now fully configurable
2229 * bug fixed that prevented walking through tubes when gravity on
2231 2002-04-02 src/events.c, src/editor.c
2232 * Make Escape key less aggressive when playing or when editing level.
2233 This can be configured as an option in the setup menu. (Default is
2234 "less aggressive" which means "ask user if something can be lost"
2235 when pressing the Escape key.)
2237 2002-04-02 src/screen.c
2238 * Added "graphics setup" screen.
2240 2002-04-01 src/screen.c
2241 * Changed "choose level" setup screen stuff to be more generic (to
2242 make it easier to add more "choose from generic tree" setup screens).
2244 2002-04-01 src/config.c, src/timestamp.h
2245 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2246 automatically gets created by "src/Makefile" and contains an actual
2247 compile-time timestamp to identify development versions of the game).
2249 2002-03-31 src/tape.c, src/events.c
2250 * Added quick game/tape save/load functions to tape stuff which can be
2251 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2252 loads previously recorded tape and directly goes into recording mode
2253 from the end of the tape (therefore appending to the tape).
2255 2002-03-31 src/tape.c
2256 * Added "index mark" function to tape recorder. When playing or
2257 recording, "eject" button changes to "index" button. Setting index
2258 mark is not yet implemented, but pressing index button when playing
2259 allows very quick advancing to end of tape (when normal playing),
2260 very fast forward mode (when playing with normal fast forward) or
2261 very fast reaching of "pause before end of tape" (when playing with
2262 "pause before end" playing mode).
2264 2002-03-30 src/cartoons.c
2265 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2267 2002-03-29 src/screen.c
2268 * Changed setup screen stuff to be more generic (to make it easier
2269 to add more setup screens).
2271 2002-03-23 src/main.c, src/main.h
2272 * Various changes due to the introduction of the new libgame files
2273 "setup.c" and "joystick.c".
2275 2002-03-23 src/files.c
2276 * Generic parts of "src/files.c" (mainly setup and level directory
2277 stuff) moved to new libgame file "src/libgame/setup.c".
2279 2002-03-23 src/joystick.c
2280 * File "src/joystick.c" moved to libgame source tree, with
2281 correspondig changes.
2283 2002-03-22 src/screens.c
2284 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2285 (Wrong level series information displayed when entering main group.)
2287 2002-03-22 src/editor.c
2288 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2290 2002-03-22 src/editor.c
2291 * Changed behaviour of "Escape" key in level editor to be more
2292 intuitive: When in "Element Properties" or "Level Info" mode,
2293 return to "Drawing Mode" instead of leaving the level editor.
2295 2002-03-21 src/game.c, src/editor.c, src/files.c
2296 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2297 gems (emeralds, diamonds, ...) slipping down from normal wall,
2298 steel wall and growing wall (as in E.M.C. style levels). Although
2299 the behaviour of contributed and private levels wasn't changed (due
2300 to the use of "level.game_version"; see previous entry), editing
2301 those levels will (of course) change the behaviour accordingly.
2303 This change seems a bit too hard after thinking about it, because
2304 the EM style behaviour is not the "expected" behaviour (gems would
2305 normally only slip down from "rounded" walls). Therefore this was
2306 now changed to an element property for gem style elements, with the
2307 default setting "off" (which means: no special EM style behaviour).
2308 To fix older converted levels, this flag is set to "on" for pre-2.0
2309 levels that are neither contributed nor private levels.
2311 2002-03-20 src/files.h
2312 * Corrected settings for "level.game_version" depending of level type.
2313 (Contributed and private levels always get played with game engine
2314 version they were created with, while converted levels always get
2315 played with the most recent version of the game engine, to let new
2316 corrections of the emulation behaviour take effect.)
2318 2002-03-20 src/main.h
2319 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2320 compiling the SDL version on some systems.
2321 Thanks to the several people who pointed this out.
2324 * Version number set to 2.0.2.
2327 * Version 2.0.1 released.
2329 2002-03-18 src/screens.c
2330 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2332 2002-03-18 src/files.c [src/libgame/misc.c]
2333 * Moved some common functions from src/files.c to src/libgame/misc.c.
2335 2002-03-18 src/files.c [src/libgame/misc.c]
2336 * Changed permissions for new directories and saved files (especially
2337 score files) according to suggestions of Debian users and mantainers.
2338 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2340 2002-03-17 src/files.c
2341 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2342 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2343 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2344 for levels and "TAPE" for tapes). Old "cookie" style format is
2345 still supported for reading. New level and tape files are written
2348 * New IFF chunk "VERS" contains version numbers for file and game
2349 (where "game version" is the version of the program that wrote the
2350 file, and "file version" is a version number to distinguish files
2351 with different format, for example after adding new features).
2353 2002-03-15 src/screen.c
2354 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2355 (Before, you heard a mixture of the in-game music and the
2356 hall-of-fame music.)
2358 2002-03-14 src/events.c
2359 * Function "DumpTape()" (files.c) now available by pressing 't' from
2360 main menu (when in DEBUG mode).
2362 2002-03-14 src/game.c
2363 * "GameWon()": When game was won playing a tape, now there is no delay
2364 raising the score and no corresponding sound is played.
2366 2002-03-14 src/files.c
2367 * Changed "LoadTape()" for real chunk support and also adjusted
2368 "SaveTape()" accordingly.
2370 2002-03-14 src/game.c, src/tape.c, src/files.c
2371 * Important changes to tape format: The old tape format stored all
2372 actions with a real effect with a corresponding delay between the
2373 stored actions. This had some major disadvantages (for example,
2374 push delays had to be ignored, pressing a button for some seconds
2375 mutated to several single button presses because of the non-action
2376 delays between two action frames etc.). The new tape format just
2377 stupidly records all device actions and replays them later. I really
2378 don't know why I haven't solved it that way before?! Old-style tapes
2379 (with tape file version less than 2.0) get converted to the new
2380 format on-the-fly when loading and can therefore still be played;
2381 only some minor parts of the old-style tape handling code was needed.
2382 (A perfect conversion is not possible, because there is information
2383 missing about the device actions between two action frames.)
2385 2002-03-14 src/files.c
2386 * New function "DumpTape()" to dump the contents of the current tape
2387 in a human readable format.
2389 2002-03-14 src/game.c
2390 * Small tape bug fixed: When automatically advancing to next level
2391 after a game was won, the tape from the previous level still was
2392 loaded as a tape for the new level.
2394 2002-03-14 src/tape.c
2395 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2396 tape, cartoons did not get completely removed because
2397 StopAnimation() was not called.
2399 2002-03-13 src/files.c
2400 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2401 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2402 size even when using 16-bit elements). Added new chunk "CNT2" for
2403 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2404 chunk even when content was 16-bit element). "CNT2" should now be
2405 able to store content for arbitrary elements (up to eight blocks of
2406 3 x 3 element arrays). All "CNT2" elements will always be stored as
2407 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2409 2002-03-13 src/files.c
2410 * Changed "LoadLevel()" for real chunk support.
2412 2002-03-12 src/game.c
2413 * Fixed problem (introduced after 2.0.0 release) with penguins
2414 not getting killed by enemies
2416 2002-02-24 src/game.c, src/main.h
2417 * Added "player->is_moving"; now "player->last_move_dir" does
2418 not contain any information if the player is just moving at
2420 Before, "player->last_move_dir" was misused for this purpose
2421 for the robot stuff (robots don't kill players when they are
2422 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2423 broke tapes when walking through pipes!
2424 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2425 in a continuous movement. This fact is ignored for friends and