2 * added game panel control to display custom element score (globally
3 unique for identical custom elements) either as value or as element
4 * added ".draw_masked" and ".draw_order" to game panel control drawing
7 * fixed some general bugs with handling of ".active" elements and fonts
10 * cleanup of game panel elements (some elements were not really needed)
11 * added displaying of gravity state (on/off) as new game panel control
12 * added animation for game panel elements (similar to game elements)
15 * added new pseudo game mode "PANEL" to define panel fonts and graphics
16 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
17 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
18 (else graphics would have to use ".PLAYING", which would be confusing)
19 * fixed bug when fading out to game screen with border mask defined
22 * added attribute ".tile_size" for element style game panel controls
25 * added <space> key as additional valid key to use for confirm requester
28 * improved menu fading, adding separate fading definitions for entering
29 and leaving a "content" screen (in general), and optional definitions
30 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
33 * added (currently invisible) setup option to define scroll delay value
34 * fixed small bug in priority handling when auto-detecting level start
35 position in levels without player element (but player from CE etc.)
36 * added option "game.forced_scroll_delay_value" to override user choice
37 of scroll delay value for certain level sets with "graphicsinfo.conf"
38 * replaced setup option "scroll delay: on/off" by new setup option that
39 directly allows selecting the desired scroll delay value from 0 to 8
42 * added displaying of most game panel control elements (not animated)
45 * added new configuration directives to display additional game engine
46 values on the game control panel, like the following examples:
47 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
48 - game.panel.penguins - number of penguins to rescue
49 - game.panel.level_name - level name of current level
52 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
55 * added new player option "no centering when relocating" for "invisible"
56 teleportations to level areas that look exactly the same, giving the
57 illusion that the player did not relocate at all (this was the default
58 since 3.2.3, but caused visual problems with room creation in "Zelda")
59 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
62 * improved menu fading, adding separate fading definitions for entering
63 and leaving a menu and for fading between menu and "content" screens
64 * fixed small bug with recognizing also ".font_xyz" style definitions
67 * improved menu fading, adding separate fading definitions for fading
68 between menu screens and fading between menu and "destination" screens
71 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
72 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
73 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
74 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
76 * improved title fading, allowing fading animation types "none", "fade"
77 and "crossfade" (including cross-fading of last title to main menu)
80 * added configurability of graphics, sounds and music for title screens,
81 which are separated into initial title screens (only shown once at
82 program startup) and title screens shown for a given level set; these
83 title screens can be composed of up to five title images and up to
84 five title text messages (each drawn using an optional background
85 image), also using background music and/or sounds; aspects like
86 background images, sounds and music of title screens can either be
87 defined generally (valid for all title screens) or specifically (and
88 therefore differently for each title screen) using these directives:
90 to define a background image, sound or music file for all screens:
91 - background.TITLE_INITIAL (for all title screens for game startup)
92 - background.TITLE (for all title screens for level sets)
94 to define a background image, sound or music file for a single screen:
95 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
96 - background.titlescreen_x (with x in 1,2,3,4,5)
97 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
98 - background.titlemessage_x (with x in 1,2,3,4,5)
100 to define the title screen images:
101 - titlescreen_initial_x (with x in 1,2,3,4,5)
102 - titlescreen_x (with x in 1,2,3,4,5)
104 to define the title text messages, place text files into the level set
105 directory that have the following file names:
106 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
107 - titlemessage_x.txt (with x in 1,2,3,4,5)
109 to define the properties of the text messages, either use directives
110 that affect all text messages:
111 - [titlemessage_initial].<suffix>
112 - [titlemessage].<suffix>
113 or use directives that affect single text messages:
114 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
115 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
117 valid values for <suffix> are the same as for readme.<suffix> below;
118 use ".sort_priority" (default: 0) to define an arbitrary order for
119 title images and title messages (which can therefore be mixed)
122 * added full configurability of "readme.txt" screen appearance:
123 - readme.x: <left position used with alignment>
124 - readme.y: <top position>
125 - readme.width: <maximim text width in pixels>
126 - readme.height: <maximum text height in pixels>
127 - readme.chars: <maximum number of chars per line>
128 - readme.lines: <maximum number of lines displayed>
129 - readme.align: left,center,right (default: center)
130 - readme.top: top,middle,bottom (default: top)
131 - readme.font: font name
132 - readme.autowrap: true,false (default: true)
133 - readme.centered: true,false (default: false)
134 - readme.parse_comments: true,false (default: true)
135 - readme.sort_priority: (not used here, but only for title screens)
136 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
137 default), they are automatically determined from "readme.width" and
138 "readme.height" accordingly; when they are not "-1", they have
139 precedence over "readme.width" and "readme.height"
140 * added internal ad-hoc config settings for displaying text files like
141 title messages or "readme.txt" style level set info files:
142 - .font: font name (default: readme.font)
143 - .autowrap: true,false (default: readme.autowrap)
144 - .centered: true,false (default: readme.centered)
145 - .parse_comments: true,false (default: readme.parse_comments)
146 (the leading '.' and the separating ':' are mandatory here); to use
147 these ad-hoc settings, they have to be written inside a comment, like
148 "# .autowrap: false" or "# .centered: true"; these settings then
149 override the above global settings (they can even be used more than
150 once, like "# .centered: true", then some text that should be drawn
151 centered, then "# .centered: false" to go back to non-centered text;
152 important note: after using "# .parse_comments: false", or when using
153 "readme.parse_comments: false", detecting and parsing comments inside
154 the file is disabled and comments are just printed like normal text;
155 also be aware that all automatic text size calculations are done with
156 the font defined in "readme.font", while using different fonts using
157 "# .font: <font>" inside the text file may cause unexpected results
160 * changed some numerical limits in the level editor from 255 to 999
163 * added option "system.sdl_videodriver" to select SDL video driver
164 * added output of SDL video and audio driver to "version info" page
167 * added group element drawing to IntelliDraw drawing functions
168 * fixed animation resetting problem again (last try broke Snake Bite)
169 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
172 * added new (special) "include: <filename>" directive that works in all
173 configuration files (like "graphicsinfo.conf") and that has the same
174 effect as if that directive would be replaced with the content of the
175 specified file (this can be useful to split large configuration files
176 into several smaller ones and include them from one main file, or to
177 store configuration settings that always stay the same into a separate
178 file, while including it and only add those parts that really change)
181 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
184 * fixed bug in "InitMovingField()" where treating an integer array as
185 boolean caused wrong resetting of animations while elements are moving
186 * fixed problem with resetting animations when starting element change
189 * added sort priority for order of title screens and title messages
192 * changed end of game again: do not wait for the user to press a key
193 anymore, but directly ask/confirm tape saving and go to hall of fame
194 * re-enabled quitting of lost game by pressing space or return again
195 * added blanking of mouse pointer when displaying title screens
196 * added remaining menu draw offset definitions for info sub-screens
199 * added setup option to select game speed (from very slow to very fast)
200 * improved handling of title text messages (initial and for level set)
203 * added new options "auto-wrap" and "centered" for DC2 style envelopes
206 * fixed displaying and typing of player name when it is centered
207 * added special characters to be allowed for player name (not only A-Z)
210 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
211 (newer versions of the SDL library seem to not like this anymore)
214 * added code for configuration directives for control of game panel
217 * fixed small cosmetical bug with underlining property tabs in editor
220 * fixed small drawing bug in X11FadeRectangle
221 * added new elements for newly supported Diamond Caves II levels:
222 - EM/DC style exits that disappear after passing
223 - white key and gate (one white key needed for each white gate)
224 - fake gate (there is no key to open/pass this kind of gate!)
225 - extended magic wall which also handles pearls and crystals
229 * changed maximum value for endless loop detection to a higher value
230 (some levels really used very deep recursion without being endless)
233 * added new elements for newly supported Diamond Caves II levels:
234 - growing steel walls
235 - snappable land mine
238 * added new elements for newly supported Diamond Caves II levels:
239 - steel text elements
242 * added level file loader for native Diamond Caves II levels
245 * version number set to 3.2.4
248 * version 3.2.3 released
251 * fixed malloc/free bug when updating EMC artwork entries in level list
252 * added workaround (warning and request to quit the current game) when
253 changing elements cause endless recursion loop (which would otherwise
254 freeze the game, causing a crash-like program exit on some systems)
257 * fixed nasty string overflow bug when entering too long envelope text
260 * added feedback sounds for menu navigation "menu.item.activating" and
261 "menu.item.selecting" (for highlighting and executing menu entries)
264 * improved "no scrolling when relocating" to also consider scroll delay
265 (meaning that the player is not automatically centered in this case;
266 this makes it possible to "invisibly" relocate the player to a region
267 of the level playfield which looks the same as the old level region)
268 * fixed bug with not recognizing "main.input.name.align" when active
271 * fixed bug with displaying masked borders over title screens when
272 screen fading is disabled
275 * fixed infinite loop / crash bug when killing the player while having
276 a CE with the setting "kill player X when explosion of <player X>"
277 * added special editor graphic for "char_space" to distinguish it from
278 "empty_space" when editing a level (in-game graphics still the same)
281 * fixed nasty bug with initialization only done for the first player
284 * small change to handle loading empty element/content list micro chunks
287 * uploaded pre-release (test) version 3.2.3-0 binary and source code
290 * some optimizations on startup speed by reducing initial text output
293 * added caching of custom artwork information for faster startup times
296 * fixed graphical bug when using fewer menu entries on level selection
297 screen than usual (with "menu.list_size.LEVELS" directive)
298 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
299 the backbuffer to the backbuffer by error (with identical rectangle)
302 * fixed bug when displaying titlescreen with size less than element tile
303 * fixed bug that caused elements with "change when digging <e>" event
304 to change for _every_ digged element, not only those specified in <e>
305 * fixed bug that caused impact style collision when dropping element one
306 tile over the player that can both fall down and smash players
307 * fixed bug that caused impact style collision when element changed to
308 falling/smashing element over the player immediately after movement
311 * fixed bug that allowed making engine snapshots from the level editor
314 * fixed bugs with player name and current level positions on main screen
317 * added configuration directives for control of title screens:
318 - "title.fade_delay" for fading time
319 - "title.post_delay" for pause between screens (when not crossfading)
320 - "title.auto_delay" to automatically continue after some time
321 these settings can each be overridden by specifying them with titles:
322 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
323 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
324 fading mode can also be specified:
325 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
326 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
327 default is using normal fading for menues and initial title screens,
328 while using cross-fading for level set title screens
329 * fixed bug with background not drawn in Hall of Fame after game was won
332 * added configuration directives for the remaining main menu items
335 * added additional configuration directives for info screen draw offset:
336 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
337 * added additional configuration directives for preview info text
338 * limited mouse wheel sensitive screen area to scrollable screen area
341 * added highlighted menu text entries to menu navigation when selected
344 * fixed bug that prevented player from correctly being created in the
345 top left corner by a custom element change in a level without player
346 * fixed bug that prevented player from being killed when indestructible,
347 non-walkable element is placed on player position by extended change
348 * added configurable menu button, text and input positions to main menu
351 * added page fading effects for remaining info sub-screens
352 * fixed small bug that caused some delays when answering door request
355 * added directives "border.draw_masked.*" for menu/playfield area and
356 door areas to display overlapping/masked borders from "global.border"
359 * fixed bug with CE with move speed "not moving" not being animated
360 * when changing player artwork by CE action, reset animation frame
363 * fixed bug with not unmapping main menu screen gadgets on other screens
364 * fixed bug with un-pausing a paused game by releasing still pressed key
365 * fixed bug with not redrawing screen when toggling to/from fullscreen
366 mode while fast reloading tape (without redrawing playfield contents)
367 * fixed bug with quick-saving tape snapshot despite answering with "no"
370 * version number set to 3.2.3
373 * version 3.2.2 released
376 * fixed bug with redrawing screen in fullscreen mode after quick tape
377 reloading when using the EMC game engine
378 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
381 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
384 * added engine snapshot functionality for instant tape reloading (this
385 only works for the last tape saved using "quick save", and does not
386 work across program restarts, because it completely works in memory)
389 * version number set to 3.2.2
392 * version 3.2.1 released
395 * fixed nasty bugs with handling error message file on Mac OS X systems
398 * general code cleanup (removing many annoying "#if 0" blocks etc.)
401 * fixed bug that caused broken tapes when manually appending to tapes
402 using the "pause before death" functionality, followed by recording
403 * added setup option to disable fading of screens for faster testing
406 * code cleanup of new fading functions
409 * changed behaviour after solved game -- do not immediately stop engine
410 * added some more smooth screen fadings (game start, hall of fame etc.)
413 * fixed bug with displaying pushed CE with value/score/delay anim_mode
416 * added configurable level preview position, tile size and dimensions
417 * added configurable game panel value positions (gems, time, score etc.)
420 * fixed small bug with time displayed incorrectly when collecting CEs
423 * fixed bug with bumpy scrolling with EM engine in double player mode
426 * added compatibility code to fix "Snake Bite" style levels that were
427 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
430 * fixed bug with scrollbars inside editor when using the Windows mouse
431 enhancement tool "True X-Mouse" (which injects key events to the event
432 queue to insert selected stuff into the Windows clipboard, which gets
433 confused with the "Insert" key for jumping to the last editor cascade
434 block in the element list)
435 * added Rocks'n'Diamonds icon for use as window icon to SDL version
436 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
439 * added selection of preferred fullscreen mode to setup / graphics menu
440 (useful if default mode 800 x 600 does not match screen aspect ratio)
443 * improved down-scaling of images for better editor and preview graphics
444 * changed user data directory for Mac OS X from Unix style to new place
447 * improved level number selection in main menu and player selection in
448 setup menu (input devices section) by using standard button gadgets
449 * added support for mouse scroll wheel (caused buggy behaviour before)
450 * added support for scrolling horizontal scrollbars with mouse wheel by
451 holding "Shift" key pressed while scrolling the wheel
452 * added support for single step mouse wheel scrolling by holding "Alt"
453 key pressed while scrolling the wheel (can be combined with "Shift")
454 * changed output file "stderr.txt" on Windows platform now always to be
455 created in the R'n'D sub-directory of the personal documents directory
456 * added Windows message box to direct to "stderr.txt" after error aborts
459 * improved general scrollbar handling (when jump-scrolling scrollbars)
462 * changed scrollbars to always show last line as first after scrolling
463 (that means jumping n - 1 screen lines instead of n screen lines)
466 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
467 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
468 * fixed special handling of vertically stacked acid becoming fake acid
471 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
472 affect multiple instances of the same CE, although this kind of
473 change condition usually only affects one single custom element
476 * version number set to 3.2.1
479 * version 3.2.0 released
482 * reorganized level editor element list a bit to match engines better
485 * fixed newly introduced bug with wrongly initializing clipboard element
488 * fixed bug with displaying visible/invisible level border in editor
491 * reorganized some elements in the level editor element list
494 * fixed bug with displaying any player as "yellow" when moving into acid
495 * fixed bug with displaying running player when player stopped at border
498 * fixed bug with player exploding when moving into acid
499 * fixed bug with level settings being reset in editor and when playing
500 (some compatibility settings being set not only after level loading)
501 * fixed crash bug when number of custom graphic frames was set to zero
502 * fixed bug with teleporting player on walkable tile not working anymore
503 * added partial compatibility support for pre-release-only "CONF" chunk
504 (to make Alan Bond's "color cycle" demo work again :-) )
507 * fixed some bugs when displaying title screens from info screen menu
508 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
511 * changed file major version to 3 to reflect level file format changes
512 * uploaded pre-release (test) version 3.2.0-8 binary and source code
515 * added new chunk "NAME" to level file format for level name settings
516 * added new chunk "NOTE" to level file format for envelope settings
517 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
518 * updated magic(5) file to recognize changed and new level file chunks
519 * removed change events "change when CE value/score changes" as unneeded
522 * changed gravity (which only affects the player) from level property
523 to player property (only makes a difference in multi-player levels)
524 * added change events "change when CE value/score changes"
525 * added change events "change when CE value/score changes of <element>"
528 * added new chunk "INFO" to level file format for global level settings
529 * added all element settings from "HEAD" chunk to "CONF" chunk
530 * added all global level settings from "HEAD" chunk to "INFO" chunk
533 * changed level file format by adding two new chunks "CUSX" (for custom
534 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
535 elements, replacing the previous "GRP1" chunk); these new IFF style
536 chunks use the new and flexible "micro chunks inside chunks" technique
537 already used with the new "CONF" chunk (for normal element properties)
538 which makes it possible to easily extend the existing level format
539 (instead of using fixed-length chunks like before, which are either
540 too big due to reserved bytes for future use, or too small when those
541 reserved bytes have all been used and even more data should be stored,
542 requiring the replacement by new and larger chunks just like it went
543 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
546 * added credits pages to the "credits" section that were really missing
547 * added some missing element descriptions to the level editor
548 * added down position of switchgate switch to the level editor
549 and allowed the use of both switch positions at the same time
550 * changed use of "Insert" and "Delete" keys to navigate element list in
551 level editor to start of previous or next cascading block of elements
554 * added the possibility to view the title screen to the info screen menu
555 * fixed some minor bugs with viewing title screens
558 * fixed bug with title (cross)fading in/out when using fullscreen mode
561 * fixed bug that forced re-defining of menu settings in local graphics
562 config file which are already defined in existing base config file
563 * fixed small bug that caused door sounds playing when music is enabled
566 * added the possibility to define up to five title screens for each
567 level set that are displayed after loading using (cross)fading in/out
568 (this was added to display the various start images of the EMC sets)
571 * added "CE score gets zero [of]" to custom element trigger conditions
572 * added setup option to display element token name in level editor
575 * added compatibility code for Juergen Bonhagen's menu artwork settings
578 * fixed bug with displaying wrong animation frame 0 after CE changes
579 * fixed bug with creating invisible elements when light switch is on
582 * added selection between ECS and AGA graphics for EMC levels to setup
585 * adjusted font handling for various narrow EMC style fonts
588 * changed EM engine behaviour back to re-allow initial rolling springs
591 * fixed handling of over-large selectboxes (less error-prone now)
592 * fixed bug when creating GE with walkable element under the player
595 * added use of "Insert" and "Delete" keys to navigate element list in
596 level editor to start of custom elements or start of group elements
597 * added virtual elements to access CE value and CE score of elements:
598 - "CE value of triggering element"
599 - "CE score of triggering element"
600 - "CE value of current element"
601 - "CE score of current element"
604 * fixed "grass" to "sand" in older EM levels (up to file version V4)
607 * changed behaviour of network games with internal errors (because of
608 different client frame counters) from immediately terminating R'n'D
609 to displaying an error message requester and stopping only the game
610 (also to prevent impression of crashes under non command-line runs)
611 * fixed playing network games with the EMC engine (did not work before)
612 * fixed bug with not scrolling the screen in multi-player mode with the
613 focus on player 1 when all players are moving in different directions
614 * fixed bug with keeping pointer to gadget even after its deallocation
615 * fixed bug with allowing "focus on all players" in network games
616 * fixed bug with player focus when playing tapes from network games
619 * uploaded pre-release (test) version 3.2.0-7 binary and source code
622 * code cleanup for game action control for R'n'D and EMC game engine
625 * fixed bug in multi-player movement with focus on both players
626 * added option to control only the focussed player with all input
629 * added player focus switching to level tape recording and re-playing
632 * fixed some bugs in player focus switching in EMC and RND game engine
635 * added special Supaplex animations for Murphy digging and snapping
636 * added special Supaplex animations for Murphy being bored and sleeping
639 * added four new yam yams with explicit start direction for EMC engine
640 * fixed bug in src/libgame/text.c with printing text outside the window
643 * fixed small bug in EMC level loader (copyright sign in EM II levels)
646 * added delayed ignition of EM style dynamite when used in R'n'D engine
647 * added limited movement range to EMC engine when focus on all players
650 * fixed bug with missing (zero) score values for native Supaplex levels
653 * added "continuous snapping" (snapping many elements while holding the
654 snap key pressed, without releasing the snap key after each element)
655 as a new player setting for more compatibility with the classic games
658 * finished scrolling for "focus on all players" in EMC graphics engine
661 * level sets with "levels: 0" are ignored for levels, but not artwork
662 * fixed bug when scanning empty level group directories (endless loop)
665 * fixed bug with explosion graphic for player using "Murphy" graphic
666 * fixed bug with explosion graphic if player leaves explosion in time
667 * changed some descriptive text in setup menu to use medium-width font
668 * added key shortcut settings for switching player focus to setup menu
671 * fixed bug with random value initialization when recording tapes
672 * fixed bug with playing single player tapes when team mode activated
675 * fixed little bug when trying to switch to player that does not exist
678 * added player switching (visual and quick) to R'n'D and EM game engine
679 * added setup option to select visual or quick in-game player switching
682 * added use of "Home" and "End" keys to handle element list in editor
685 * fixed bug with adding score when playing tape with EMC game engine
686 * added steel wall border for levels using EMC engine without border
687 * finally fixed delayed scrolling in EMC engine also for small levels
690 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
693 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
694 * fixed bug when displaying info element without action, but direction
697 * fixed minor graphical problems with springs smashing and slurping
698 (when using R'n'D style graphics instead of EMC style graphics)
701 * added scroll delay (as configured in setup) to EMC graphics engine
704 * improved screen redraw for EMC graphics engine (faster and smoother)
705 * when not scrolling, do not redraw the whole playfield if not needed
708 * added multi-player mode for EMC game engine (with up to four players)
711 * added android (can clone elements) from EMC engine to R'n'D engine
714 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
717 * added selectbox for initial player speed to player settings in editor
720 * version 3.1.2 created that is basically version 3.1.1, but with a
721 major bug fixed that prevented editing your own private levels
722 * version 3.1.2 released
725 * added magic ball (creates elements) from EMC engine to R'n'D engine
728 * uploaded fixed pre-release version 3.2.0-6 binary and source code
731 * fixed bug when using "CE can leave behind <trigger element>"
732 * added new change condition "(after/when) creation of <element>"
733 * added new change condition "(after/when) digging <element>"
734 * fixed bug accessing invalid gadget that caused crashes under Windows
735 * deactivated new possibility for multiple CE changes per frame
738 * uploaded pre-release (test) version 3.2.0-6 binary and source code
741 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
742 * fixed bug with not keeping CE value for moving CEs with only action
743 * changed CE action selectboxes in editor to be only reset when needed
746 * added option "use artwork from element" for custom player artwork
747 * added option "use explosion from element" for player explosions
750 * added cascaded element lists in the level editor
751 * added persistence for cascaded element lists by "editorcascade.conf"
752 * added dynamic element list with all elements used in current level
753 * added possibility for multiple CE changes per frame (experimental)
756 * uploaded pre-release (test) version 3.2.0-5 binary and source code
759 * changed "score for each 10 seconds/steps left" to "1 second/step"
760 * added own score for collecting "extra time" instead of sharing it
761 * added change events "switched by player" and "player switches <e>"
762 * added change events "snapped by player" and "player snaps <e>"
763 * added "set player artwork: <element choice>" to CE action options
764 * added change event "move of <element>"
767 * added "set player shield: off / normal / deadly" to CE action options
768 * added new player option "use level start element" in level editor
769 to set the correct focus at level start to elements from which the
770 player is created later (this did not work before for cascaded CE
771 changes resulting in creation of the player; it is now also possible
772 to create the player from a yam yam which is smashed at level start)
775 * added "set player speed: frozen (not moving)" to CE action options
776 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
779 * added new player option "block snap field" (enabled by default) to
780 make it possible to show a snapping animation like in Emerald Mine
783 * added dynamic selectboxes to custom element action settings in editor
784 * added "CE value" counter for custom elements (instead of "CE count")
785 * added option to use the last "CE value" after custom element change
786 * added option to use the "CE value" of other elements in CE actions
787 * fixed odd behaviour when pressing time orb in levels w/o time limit
788 * added checkbox "use time orb bug" for older levels that use this bug
791 * added missing configuration settings for the following elements:
792 - EL_TIMEGATE_SWITCH (time of open time gate)
793 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
794 - EL_SHIELD_NORMAL (time of shield duration)
795 - EL_SHIELD_DEADLY (time of shield duration)
796 - EL_EXTRA_TIME (time added to level time)
797 - EL_TIME_ORB_FULL (time added to level time)
800 * added "wind direction" as a movement pattern for custom elements
801 * added initial wind direction for balloon / custom elements to editor
802 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
805 * added parameters for "game of life" and "biomaze" elements to editor
808 * added level file chunk "CONF" for generic level and element settings
811 * uploaded pre-release (test) version 3.2.0-4 binary and source code
814 * skip empty level sets (with "levels: 0"; may be artwork base sets)
815 * added sound action ".page[1]" to ".page[32]" for each CE change page
818 * added image config suffix ".clone_from" to copy whole image settings
819 * fixed bug with invalid ("undefined") CE settings in old level files
822 * fixed graphical bug with smashing elements falling faster than player
825 * fixed major bug which prevented private levels from being edited
826 * fixed bug with precedence of general and special font definitions
829 * fixed graphical bug with player animation when player moves slowly
832 * uploaded pre-release (test) version 3.2.0-3 binary and source code
835 * fixed bug which prevented "global.num_toons: 0" from working
838 * major code cleanup (removed all these annoying "#if 0" blocks)
841 * added custom element actions for CE change page in level editor
844 * fixed music initialization bug in init.c (thanks to David Binderman)
845 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
846 (this bug must probably be fixed at other places, too)
849 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
850 (should be '#include <SDL.h>' instead)
853 * fixed bug which prevented "walkable from no direction" from working
854 (due to compatibility code overwriting this setting after loading)
857 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
860 * version number temporarily set to 3.1.1 (intermediate bugfix release)
861 * version 3.1.1 released
864 * changed some va_arg() arguments from 'long' to 'int', fixing problems
865 on 64-bit architecture systems with LP64 data model
868 * fixed bug with bombs not exploding when hitting the last level line
869 (introduced after the release of 3.1.0)
872 * added support for dumping small-sized level sketches from editor
875 * added recognition of "trigger element" for "change digged element to"
876 (this is not really what the "trigger element" was made for, but its
877 use may seem obvious for leaving back digged elements unchanged)
880 * fixed multiple warnings about failed joystick device initialization
883 * fixed bug with dynamite dropped on top of just dropped custom element
884 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
885 dynamite can still be dropped, but drop key must be released before
888 * fixed bug with wrong start directory when started from file browser
889 (due to this bug, R'n'D could not be started from KDE's Konqueror)
892 * fixed bug causing "change when impact" on player not working
893 * fixed wrong priority of "hitting something" over "hitting <element>"
894 * fixed wrong priority of "hit by something" over "hit by <element>"
897 * fixed graphical bug which caused the player (being Murphy) to show
898 collecting animations although the element was collected by penguin
901 * fixed two bugs causing wrong door background graphics in system.c
902 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
905 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
906 * added "no direction" to "walkable/passable from" selectbox options
909 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
910 * in tape autoplay, not only report broken, but also missing tapes
913 * uploaded pre-release (test) version 3.2.0-2 binary and source code
916 * fixed small bug with "linear" animation not working for active lamp
919 * fixed bug with moving up despite gravity due to "block last field"
920 * fixed small bug with wrong draw offset when typing name in main menu
921 * when reading user names from "passwd", ignore data after first comma
922 * when creating new "levelinfo.conf", only write some selected entries
925 * fixed displaying "imported from/by" on preview with empty string
926 * fixed ignoring draw offset for fonts used for level preview texts
929 * fixed a delay problem with SDL and too many mouse motion events
930 * added setup option "skip levels" and level skipping functionality
933 * added move speed "not moving" for non-moving CEs, but with direction
936 * fixed mapping of obsolete element token names in "editorsetup.conf"
937 * fixed bug with sound "acid.splashing" treated as a loop sound
938 * fixed some little sound bugs in native EM engine
941 * fixed small bug when dragging scrollbars to end positions
944 * added editor element descriptions written by Aaron Davidson
947 * improved fallback handling when configured artwork is not available
948 (now using default artwork instead of exiting when files not found)
951 * fixed bug on level selection screen when dragging scrollbar
954 * fixed bug which caused broken tapes when appending to EM engine tapes
957 * uploaded pre-release (test) version 3.2.0-1 binary and source code
960 * added code to replace changed artwork config tokens with other tokens
961 (needed for backwards compatibility, so that older tokens still work)
964 * added native R'n'D graphics for some new EMC elements in EM engine
967 * fixed some bugs in the EM engine integration code
968 * changed EM engine code to allow diagonal movement
969 * changed EM engine code to allow use of separate snap and drop keys
972 * fixed some redraw bugs when using EM engine
975 * fixed bug with not converting RND levels which are set to use native
976 engine to native level structure when loading
979 * uploaded pre-release (test) version 3.2.0-0 binary and source code
982 * version number set to 3.2.0
985 * level data now reset to defaults after attempt to load invalid file
988 * added use of "editorsetup.conf" for different level sets
991 * added auto-detection for various types of Emerald Mine level files
994 * fixed bug with scrollbars getting too small when list is very large
997 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1000 * added most level editor configuration gadgets for new EMC elements
1003 * added more element and graphic definitions for new EMC elements
1006 * modified native EM engine to use integrated R'n'D sound system
1009 * added SDL support to graphics functions in native EM engine
1010 (by always using generic libgame interface functions)
1013 * fixed bug in frame synchronization in native EM engine
1016 * added code to convert levels between R'n'D and native EM engine
1019 * new Emerald Mine engine can now play levels selected in main menu
1022 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1023 (which creates scaled down graphics for level editor and preview);
1024 there's still a memory leak somewhere in the artwork handling code
1025 * added "scale image up" functionality to X11 version of zoom function
1028 * first attempts to integrate new, native Emerald Mine Club engine
1031 * fixed bug in gadget code which caused reset of CEs in level editor
1032 (example: pressing 'b' [grab brush] on CE config page erased values)
1033 (solution: check if gadgets in ClickOnGadget() are really mapped)
1034 * improved level change detection in editor (settings now also checked)
1035 * fixed bug with "can move into acid" and "don't collide with" state
1038 * fixed maze runner style CEs to use the configured move delay value
1041 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1044 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1045 * fixed the above fix because it broke level set "machine" (*sigh*)
1046 * fixed random element placement in level editor to work as expected
1047 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1050 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1053 * fixed bug (missing array boundary check) which caused broken tapes
1054 * fixed bug (when loading level template) which caused broken levels
1055 * fixed bug with new block last field code when using non-yellow player
1058 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1059 * internal change of how the player blocks the last field when moving
1060 * fixed blocking delay of last field for EM and SP style block delay
1061 * fixed bug where the player had to wait for the usual move delay after
1062 unsuccessfully trying to move, when he directly could move after that
1063 * the last two changes should make original Supaplex level 93 solvable
1064 * improved use of random number generator to make it less predictable
1065 * fixed behaviour of slippery SP elements to let slip left, then right
1068 * fixed bug with wrong door state after trying to quickload empty tape
1069 * fixed waste of static memory usage of the binary, making it smaller
1070 * fixed very little graphical bug in Supaplex explosion
1073 * version number set to 3.1.1
1076 * version 3.1.0 released
1079 * fixed bug with crash when writing user levelinfo.conf the first time
1082 * added option "convert LEVELDIR [NR]" to command line batch commands
1083 * re-converted Supaplex levels to apply latest engine fixes
1084 * changed "use graphic/sound of element" to "use graphic of element"
1085 due to compatibility problems with some levels ("bug machine" etc.)
1088 * fixed bug with CE change replacing player with same or other player
1091 * fixed bug with opaque font in envelope with background graphic when
1092 background graphic is not transparent itself
1095 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1096 * corrected original Supaplex level loading code to use these new ports
1097 * also corrected Supaplex loader to auto-count infotrons if set to zero
1100 * fixed bug with missing initialization of "modified" flag for GEs
1103 * fixed bug that caused endless recursion loop when relocating player
1104 * fixed tape recorder bug in "step mode" when using "pause before end"
1105 * fixed tape recorder bug when changing from "warp forward" mode
1108 * fixed bug with "when touching" for pushed elements at last position
1111 * fixed bug that caused two activated toolbox buttons in level editor
1112 * fixed bug with exploding dynabomb under player due to other explosion
1115 * fixed bug with creating walkable custom element under player (again)
1116 * fixed bug with not copying explosion type when copying CEs in editor
1117 * fixed graphical bug when drawing player in setup menu (input devices)
1118 * fixed graphical bug when the player is pushing an accessible element
1119 * fixed bug with classic switchable elements triggering CE changes
1120 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1121 * fixed crash bug when CE leaves behind the trigger player element
1124 * fixed bug with broken tubes after placing/exploding dynamite in them
1125 * fixed bug with exploding dynamite under player due to other explosion
1126 * fixed bug with not resetting push delay under certain circumstances
1129 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1130 * added network multiplayer code for Windows (thanks to Niko Böhm)
1133 * added option "reachable despite gravity" for gravity movement
1134 * changed gravity movement of most classic walkable and passable
1135 elements back to "not reachable" (for compatibility reasons)
1138 * fixed (removed) "indestructible" / "can explode" dependency in editor
1139 * fixed (removed) "accessible inside" / "protected" dependency
1140 * fixed (removed) "step mode" / "shield time" dependency
1143 * fixed dynabombs exploding now into anything diggable
1144 * fixed Supaplex style gravity movement into buggy base now impossible
1145 * added pressing key "space" as valid action to select menu options
1148 * added "replace when walkable" to relocate player to walkable element
1149 * added "enter"/"leave" event for elements affected by relocation
1150 * fixed "direct"/"indirect" change order also for "when change" event
1151 * fixed graphical bug when pushing things from elements walkable inside
1154 * fixed graphic bug when player is snapping while moving in old levels
1155 * fixed bug when a moving custom element leaves a player element behind
1156 * fixed bug with mole not disappearing when moving into acid pool
1157 * fixed bug with incomplete path setting when using "--basepath" option
1158 * moving CE can now leave walkable elements behind under the player
1159 * when relocating, player can be set on walkable element now
1160 * fixed another gravity movement bug
1163 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1166 * added "collectible" and "removable" to extended replacement types
1167 (where "removable" replaces "diggable" and "collectible" elements)
1168 * added "collectible & throwable" (to throw element to the next field)
1169 * fixed bug with CEs digging elements that are just about to explode
1170 * changed mouse cursor now always being visible when game is paused
1173 * added possibility to push/press accessible elements from a side that
1175 * fixed bug with not setting actual date when appending to tape
1178 * fixed bug with incorrectly initialized custom element editor graphics
1181 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1182 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1185 * fixed bug with destroyed robot wheel still attracting robots forever
1186 * fixed bug with time gate switch deactivating after robot wheel time
1187 (while the time gate itself is not affected by this misbehaviour)
1188 * changed behaviour of BD style amoeba to always get blocked by player
1189 (before it was different when there were non-BD elements in level)
1190 * fixed bug with player destroying indestructable elements with shield
1193 * added option to make growing elements grow into anything diggable
1194 (for the various amoeba types, biomaze and "game of life")
1197 * fixed bug with movable elements not moving after left behind by CEs
1198 * changed gravity movement to anything diggable, not only sand/base
1199 * optionally allowing passing to walkable element, not only empty space
1200 * added option "can pass to walkable element" for players
1201 * finally fixed gravity movement (hopefully)
1204 * fixed bug with movable elements not moving anymore after falling down
1207 * fixed another bug with custom elements digging and leaving elements
1208 * fixed bug with "along left/right side" and automatic start direction
1209 * trigger elements now also displayed when "more custom" deactivated
1210 * fixed bug with clipboard element initialized when loading new level
1211 * added option "drop delay" to set delay before dropping next element
1214 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1217 * added copy and paste functions for custom change pages
1218 * enhanced graphical display and functionality of tape recorder
1219 * fixed bug with custom elements digging and leaving elements
1222 * added move speed faster than "very fast" for custom elements
1223 * fixed bug with 3+3 style explosions and missing border content
1224 * fixed little bug when copying custom elements in the editor
1225 * enhanced custom element changes by more side trigger actions
1228 * added option "no scrolling when relocating" for instant teleporting
1229 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1232 * added trigger element and trigger player to use as target elements
1233 * added copy and paste functions for custom and group elements
1236 * fixed graphical bug when displaying explosion animations
1237 * fixed bug when appending to tapes, resulting in broken tapes
1238 * re-recorded a few tapes broken by fixing gravity checking bug
1241 * "can move into acid" property now for all elements independently
1242 * "can fall into acid" property for player stored in same bitfield now
1243 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1244 * version number set to 3.1.0 (finally!)
1247 * changed tape recording to only record input, not programmed actions
1250 * fixed totally broken (every 8th frame skipped) step-by-step recording
1251 * fixed bug with requester not displayed when quick-loading interrupted
1252 * added option "can fall into acid (with gravity)" for players
1253 * fixed bug with player not falling when snapping down with gravity
1256 * fixed bug which messed up key config when using keypad number keys
1259 * fixed bug which allowed moving upwards even when gravity was active
1260 * fixed bug with missing error handling when dumping levels or tapes
1263 * added different colored editor graphics for Supaplex gravity tubes
1266 * fixed bug that allowed solvable tapes for unsolvable levels
1269 * use unlimited number of droppable elements when "count" set to zero
1270 * added option to use step limit instead of time limit for level
1273 * added player and change page as trigger for custom element change
1276 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1279 * fixed bug with dark yamyam changing to acid when moving over acid
1280 * fixed handling of levels with more than 999 seconds level time
1281 (example: level 76 of "Denmine")
1284 * "spring push bug" reintroduced as configurable element property
1285 * fixed bug with missing properties for "mole"
1286 * fixed bug that showed up when fixing the above "mole" properties bug
1287 * added option "can move into acid" for all movable elements
1288 * fixed graphical bug for elements moving into acid
1289 * changed event handling to handle all pending events before going on
1292 * fixed bug which caused all CE change pages to be ignored which had
1293 the same change event, but used a different element side
1294 (reported by Simon Forsberg)
1296 * fixed bug which caused elements that can move and fall and that are
1297 transported by a conveyor belt to continue moving into that direction
1298 after leaving the conveyor belt, regardless of their own movement
1299 type; only elements which can not move are transported now
1300 (reported by Simon Forsberg)
1302 * fixed bug which could cause an array overflow in RelocatePlayer()
1303 (reported by Niko Böhm)
1305 * changed Emerald Mine style "passable / over" elements to "protected"
1306 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1308 * added new option to select from which side a "walkable/passable"
1309 element can be entered
1312 * added explosion and ignition delay for elements that can explode
1315 * fixed bug which caused player not being protected against enemies
1316 when a CE was "walkable / inside" and was not "indestructible"
1317 * added "walkable/passable" fields to be "protected/unprotected"
1318 against enemies, even if not accessible "inside" but "over/under"
1321 * corrected move pattern to 32 bit and initial move direction to 8 bit
1324 * added second custom element base configuration page
1327 * added some special EMC mappings to Emerald Mine level loader
1328 (also covering previously unknown element in level 0 of "Bondmine 8")
1331 * added option to block last field when player is moving (for Supaplex)
1332 * adjusted push delay of Supaplex elements
1333 * removed delays for envelopes etc. when replaying with maximum speed
1334 * fixed bug when dropping element on a field that just changed to empty
1337 * fixed bug: infotrons can now smash yellow disks
1338 * fixed bug: when gravity active, port above player can now be entered
1339 * removed "one white dot" mouse pointer which irritated some people
1342 * added "choice type" for group element selection
1345 * fixed bug with initial invulnerability of non-yellow player
1348 * added level loader for loading native Supaplex packed levels
1349 (including multi-part levels like the "splvls99" levels)
1352 * fixed bug which allowed creating emeralds by escaping explosions
1355 * custom elements can change (limited) or leave (unlimited) elements
1356 * finally added multiple matches using group elements
1357 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1360 * added new start movement type "previous" for continued CE movement
1361 * added new start movement type "random" for random CE movement start
1364 * added new element "sokoban_field_player" needed for Sokoban levels
1365 (thanks to Ed Booker for pointing this out!)
1368 * added elements that can be digged or left behind by custom elements
1371 * added group elements for multiple matches and random element creation
1374 * fixed some graphical errors displayed in old levels
1377 * fixed wrong double speed movement after passing closing gates
1380 * added level loader for loading native Emerald Mine levels
1383 * changes for "shooting" style CE movement
1386 * Happy New Year! ;-)
1389 * changed default snap/drop keys from left/right Shift to Control keys
1392 * fixed bug with dead player getting reanimated from custom element
1395 * fixed bug with wrong penguin graphics (when entering exit)
1398 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1401 * version number set to 3.0.9
1404 * version 3.0.8 released
1407 * added function checked_free()
1410 * fixed bug with double nut cracking sound
1411 (by eliminating "default element action sound" assignment in init.c)
1414 * fixed crash when no music info files are available
1417 * fixed boring and sleeping sounds
1420 * added "maze runner" and "maze hunter" movement types
1421 * added extended collision conditions for custom elements
1424 * added warnings for undefined token values in artwork config files
1427 * added menu entry for level set information to the info screen
1430 * fixed bug with wrong default impact sound for colored emeralds
1433 * added several sub-screens for the info screen
1434 * menu text now also clickable (not only blue/red sphere left of it)
1437 * added configurable "bored" and "sleeping" animations for the player
1438 * added "awakening" sound for player when waking up after sleeping
1441 * added "copy" and "exchange" functions for custom elements to editor
1444 * added configurable element animations for info screen
1447 * added configurable music credits for info screen
1450 * finally fixed tape recording when player is created from CE change
1453 * added "editorsetup.conf" for editor element list configuration
1456 * added "musicinfo.conf" for menu and level music configuration
1459 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1460 (that only showed up on Linux, but not on Windows systems)
1463 * fixed turning movement of butterflies and fireflies (no frame reset)
1464 * enhanced sniksnak turning movement (two steps instead of only one)
1467 * version number set to 3.0.8
1470 * version 3.0.7 released
1473 * fixed reset of player animation frame when, for example,
1474 walking, digging or collecting share the same animation
1475 * fixed CE with "deadly when touching" exploding when touching amoeba
1478 * fixed tape recording when player is created from CE element change
1481 * introduced "turning..." action graphic for elements with move delay
1482 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1483 * added turning animations for bug, spaceship and sniksnak
1486 * prevent "extended" changed elements from delay change in same frame
1489 * fixed bug when pushing element that can move away to the side
1490 (like pushing falling elements, but now with moving elements)
1493 * finally fixed serious bug in code for delayed element pushing (again)
1496 * unavailable setup options now marked as "n/a" instead of "off"
1497 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1498 to "true", levels are always played with the latest game engine,
1499 which is desired for levels that are imported from other games; all
1500 other levels are played with the engine version stored in level file
1501 (which is normally the engine version the level was created with)
1504 * fixed serious bug in code for delayed element pushing
1505 * fixed little bug in animation frame selection for pushed elements
1506 * speed-up of reading config file for verbose output
1509 * added configuration option for opening and closing Supaplex exit
1510 * added configuration option for moving up/down animation for Murphy
1511 * fixed incorrectly displayed animation for attacking dragon
1512 * fixed bug with not setting initial gravity for each new game
1513 * fixed bug with teleportation of player by custom element change
1514 * fixed bug with player not getting smashed by rock sometimes
1517 * version number set to 3.0.7
1520 * version 3.0.6 released
1523 * added support for MP3 music for SDL version through SMPEG library
1526 * fixed bug when initializing font graphic structure
1527 * fixed bug with animation mode "pingpong" when using only 1 frame
1528 * fixed bug with extended change target introduced in 3.0.5
1529 * fixed bug where passing over moving element doubles player speed
1530 * fixed bug with elements continuing to move into push direction
1531 * fixed bug with duplicated player when dropping bomb with shield on
1532 * added "switching" event for custom elements ("pressing" only once)
1533 * fixed switching bug (resetting flag when not switching but not idle)
1536 * fixed element tokens for certain file elements with ".active" etc.
1539 * version number set to 3.0.6
1542 * version 3.0.5 released
1545 * now four envelope elements available
1546 * font, background, animation and sound for envelope now configurable
1547 * main menu doors opening/closing animation type now configurable
1550 * active/inactive sides configurable for custom element changes
1551 * new movement type "move when pushed" available for custom elements
1554 * fixed bug in multiple config pages loader code that caused crashes
1557 * enhanced (remaining low-resolution) Supaplex graphics
1560 * version number set to 3.0.5
1563 * version 3.0.4 released
1565 2003-09-12 src/tools.c
1566 * fixed bug in custom definition of crumbled element graphics
1568 2003-09-11 src/files.c
1569 * fixed bug in multiple config pages code that caused crashes
1572 * version number set to 3.0.4
1575 * version 3.0.3 released
1578 * added music to Supaplex classic level set
1580 2003-09-07 src/libgame/misc.c
1581 * added support for loading various music formats through SDL_mixer
1583 2003-09-06 (various source files)
1584 * fixed several nasty bugs that may have caused crashes on some systems
1585 * added envelope content which gets displayed when collecting envelope
1586 * added multiple change event pages for custom elements
1588 2003-08-24 src/game.c
1589 * fixed problem with player animation when snapping and moving
1591 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1592 * fixed problem with flickering when drawing toon animations
1594 2003-08-23 src/libgame/sdl.c
1595 * fixed problem with setting mouse cursor in SDL version in fullscreen
1597 2003-08-23 src/game.c
1598 * fixed bug (missing array boundary check) which could crash the game
1601 * version number set to 3.0.3
1604 * version 3.0.2 released
1606 2003-08-21 src/game.c
1607 * fixed bug with creating inaccessible elements at player position
1609 2003-08-20 src/init.c
1610 * fixed bug with not finding current level artwork directory
1612 2003-08-20 src/files.c
1613 * fixed bug with choosing wrong engine version when playing tapes
1614 * fixed bug with messing up custom element properties in 3.0.0 levels
1617 * version number set to 3.0.2
1620 * version 3.0.1 released
1622 2003-08-17 (no source files affected)
1623 * changed all "classic" PCX image files with 16 colors or less to
1624 256 color (8 bit) storage format, because the Allegro game library
1625 cannot handle PCX files with less than 256 colors (contributed
1626 graphics are not affected and might look wrong in the DOS version)
1628 2003-08-16 src/init.c
1629 * fixed bug which (for example) crashed the level editor when defining
1630 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1631 (only set to default) -- invalid graphics now set to default graphic
1633 2003-08-16 src/init.c
1634 * fixed graphical bug of player digging/collecting/snapping element
1635 when no corresponding graphic/animation is defined for this action,
1636 resulting in player being drawn as EL_EMPTY (which should only be
1637 done to elements being collected, but not to the player)
1639 2003-08-16 src/game.c
1640 * fixed small graphical bug of player not totally moving into exit
1642 2003-08-16 src/libgame/setup.c
1643 * fixed bug with wrong MS-DOS 8.3 filename conversion
1645 2003-08-16 src/tools.c
1646 * fixed bug with invisible mouse cursor when pressing ESC while playing
1648 2003-08-16 (various source files)
1649 * added another 128 custom elements (disabled in editor by default)
1651 2003-08-16 src/editor.c
1652 * fixed NULL string bug causing Solaris to crash in sprintf()
1654 2003-08-16 src/screen.c
1655 * fixed drawing over scrollbar on level selection with custom fonts
1657 2003-08-15 src/game.c
1658 * cleanup of simple sounds / loop sounds / music settings
1660 2003-08-08 (various source files)
1661 * added custom element property for dropping collected elements
1663 2003-08-08 src/conf_gfx.c
1664 * fixed bug with missing graphic for active red disk bomb
1666 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1667 * extended variable "level.gravity" to "level.initial_gravity" and
1668 "game.current_gravity" to prevent level setting from being changed
1669 by playing the level (keeping the runtime value after playing)
1671 * fixed graphics bug when digging element that has 'crumbled' graphic
1672 definition, but not 'diggable' graphic definition
1675 * version number set to 3.0.1
1678 * version 3.0.0 released
1681 * various bug fixes; among others:
1682 - fixed bug with pushing spring over empty space
1683 - fixed bug with leaving tube while placing dynamite
1684 - fixed bug with explosion of smashed penguins
1685 - allow Murphy player graphic in levels with non-Supaplex elements
1689 * I have forgotten to document changes for some time
1692 * pre-release version 2.2.0rc1 released
1695 * version number set to 2.1.2
1698 * version 2.1.1 released
1701 * version number set to 2.1.1
1704 * version 2.1.0 released
1707 * version number set to 2.1.0
1709 2002-04-03 to 2002-05-19 (various source files)
1710 * graphics, sounds and music now fully configurable
1711 * bug fixed that prevented walking through tubes when gravity on
1713 2002-04-02 src/events.c, src/editor.c
1714 * Make Escape key less aggressive when playing or when editing level.
1715 This can be configured as an option in the setup menu. (Default is
1716 "less aggressive" which means "ask user if something can be lost"
1717 when pressing the Escape key.)
1719 2002-04-02 src/screen.c
1720 * Added "graphics setup" screen.
1722 2002-04-01 src/screen.c
1723 * Changed "choose level" setup screen stuff to be more generic (to
1724 make it easier to add more "choose from generic tree" setup screens).
1726 2002-04-01 src/config.c, src/timestamp.h
1727 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1728 automatically gets created by "src/Makefile" and contains an actual
1729 compile-time timestamp to identify development versions of the game).
1731 2002-03-31 src/tape.c, src/events.c
1732 * Added quick game/tape save/load functions to tape stuff which can be
1733 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1734 loads previously recorded tape and directly goes into recording mode
1735 from the end of the tape (therefore appending to the tape).
1737 2002-03-31 src/tape.c
1738 * Added "index mark" function to tape recorder. When playing or
1739 recording, "eject" button changes to "index" button. Setting index
1740 mark is not yet implemented, but pressing index button when playing
1741 allows very quick advancing to end of tape (when normal playing),
1742 very fast forward mode (when playing with normal fast forward) or
1743 very fast reaching of "pause before end of tape" (when playing with
1744 "pause before end" playing mode).
1746 2002-03-30 src/cartoons.c
1747 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1749 2002-03-29 src/screen.c
1750 * Changed setup screen stuff to be more generic (to make it easier
1751 to add more setup screens).
1753 2002-03-23 src/main.c, src/main.h
1754 * Various changes due to the introduction of the new libgame files
1755 "setup.c" and "joystick.c".
1757 2002-03-23 src/files.c
1758 * Generic parts of "src/files.c" (mainly setup and level directory
1759 stuff) moved to new libgame file "src/libgame/setup.c".
1761 2002-03-23 src/joystick.c
1762 * File "src/joystick.c" moved to libgame source tree, with
1763 correspondig changes.
1765 2002-03-22 src/screens.c
1766 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1767 (Wrong level series information displayed when entering main group.)
1769 2002-03-22 src/editor.c
1770 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1772 2002-03-22 src/editor.c
1773 * Changed behaviour of "Escape" key in level editor to be more
1774 intuitive: When in "Element Properties" or "Level Info" mode,
1775 return to "Drawing Mode" instead of leaving the level editor.
1777 2002-03-21 src/game.c, src/editor.c, src/files.c
1778 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1779 gems (emeralds, diamonds, ...) slipping down from normal wall,
1780 steel wall and growing wall (as in E.M.C. style levels). Although
1781 the behaviour of contributed and private levels wasn't changed (due
1782 to the use of "level.game_version"; see previous entry), editing
1783 those levels will (of course) change the behaviour accordingly.
1785 This change seems a bit too hard after thinking about it, because
1786 the EM style behaviour is not the "expected" behaviour (gems would
1787 normally only slip down from "rounded" walls). Therefore this was
1788 now changed to an element property for gem style elements, with the
1789 default setting "off" (which means: no special EM style behaviour).
1790 To fix older converted levels, this flag is set to "on" for pre-2.0
1791 levels that are neither contributed nor private levels.
1793 2002-03-20 src/files.h
1794 * Corrected settings for "level.game_version" depending of level type.
1795 (Contributed and private levels always get played with game engine
1796 version they were created with, while converted levels always get
1797 played with the most recent version of the game engine, to let new
1798 corrections of the emulation behaviour take effect.)
1800 2002-03-20 src/main.h
1801 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1802 compiling the SDL version on some systems.
1803 Thanks to the several people who pointed this out.
1806 * Version number set to 2.0.2.
1809 * Version 2.0.1 released.
1811 2002-03-18 src/screens.c
1812 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1814 2002-03-18 src/files.c [src/libgame/misc.c]
1815 * Moved some common functions from src/files.c to src/libgame/misc.c.
1817 2002-03-18 src/files.c [src/libgame/misc.c]
1818 * Changed permissions for new directories and saved files (especially
1819 score files) according to suggestions of Debian users and mantainers.
1820 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1822 2002-03-17 src/files.c
1823 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1824 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1825 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1826 for levels and "TAPE" for tapes). Old "cookie" style format is
1827 still supported for reading. New level and tape files are written
1830 * New IFF chunk "VERS" contains version numbers for file and game
1831 (where "game version" is the version of the program that wrote the
1832 file, and "file version" is a version number to distinguish files
1833 with different format, for example after adding new features).
1835 2002-03-15 src/screen.c
1836 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1837 (Before, you heard a mixture of the in-game music and the
1838 hall-of-fame music.)
1840 2002-03-14 src/events.c
1841 * Function "DumpTape()" (files.c) now available by pressing 't' from
1842 main menu (when in DEBUG mode).
1844 2002-03-14 src/game.c
1845 * "GameWon()": When game was won playing a tape, now there is no delay
1846 raising the score and no corresponding sound is played.
1848 2002-03-14 src/files.c
1849 * Changed "LoadTape()" for real chunk support and also adjusted
1850 "SaveTape()" accordingly.
1852 2002-03-14 src/game.c, src/tape.c, src/files.c
1853 * Important changes to tape format: The old tape format stored all
1854 actions with a real effect with a corresponding delay between the
1855 stored actions. This had some major disadvantages (for example,
1856 push delays had to be ignored, pressing a button for some seconds
1857 mutated to several single button presses because of the non-action
1858 delays between two action frames etc.). The new tape format just
1859 stupidly records all device actions and replays them later. I really
1860 don't know why I haven't solved it that way before?! Old-style tapes
1861 (with tape file version less than 2.0) get converted to the new
1862 format on-the-fly when loading and can therefore still be played;
1863 only some minor parts of the old-style tape handling code was needed.
1864 (A perfect conversion is not possible, because there is information
1865 missing about the device actions between two action frames.)
1867 2002-03-14 src/files.c
1868 * New function "DumpTape()" to dump the contents of the current tape
1869 in a human readable format.
1871 2002-03-14 src/game.c
1872 * Small tape bug fixed: When automatically advancing to next level
1873 after a game was won, the tape from the previous level still was
1874 loaded as a tape for the new level.
1876 2002-03-14 src/tape.c
1877 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1878 tape, cartoons did not get completely removed because
1879 StopAnimation() was not called.
1881 2002-03-13 src/files.c
1882 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1883 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1884 size even when using 16-bit elements). Added new chunk "CNT2" for
1885 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1886 chunk even when content was 16-bit element). "CNT2" should now be
1887 able to store content for arbitrary elements (up to eight blocks of
1888 3 x 3 element arrays). All "CNT2" elements will always be stored as
1889 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1891 2002-03-13 src/files.c
1892 * Changed "LoadLevel()" for real chunk support.
1894 2002-03-12 src/game.c
1895 * Fixed problem (introduced after 2.0.0 release) with penguins
1896 not getting killed by enemies
1898 2002-02-24 src/game.c, src/main.h
1899 * Added "player->is_moving"; now "player->last_move_dir" does
1900 not contain any information if the player is just moving at
1902 Before, "player->last_move_dir" was misused for this purpose
1903 for the robot stuff (robots don't kill players when they are
1904 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1905 broke tapes when walking through pipes!
1906 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1907 in a continuous movement. This fact is ignored for friends and