2 * added feedback sounds for menu navigation "menu.item.activating" and
3 "menu.item.selecting" (for highlighting and executing menu entries)
6 * improved "no scrolling when relocating" to also consider scroll delay
7 (meaning that the player is not automatically centered in this case;
8 this makes it possible to "invisibly" relocate the player to a region
9 of the level playfield which looks the same as the old level region)
10 * fixed bug with not recognizing "main.input.name.align" when active
13 * fixed bug with displaying masked borders over title screens when
14 screen fading is disabled
17 * fixed infinite loop / crash bug when killing the player while having
18 a CE with the setting "kill player X when explosion of <player X>"
19 * added special editor graphic for "char_space" to distinguish it from
20 "empty_space" when editing a level (in-game graphics still the same)
23 * fixed nasty bug with initialization only done for the first player
26 * small change to handle loading empty element/content list micro chunks
29 * uploaded pre-release (test) version 3.2.3-0 binary and source code
32 * some optimizations on startup speed by reducing initial text output
35 * added caching of custom artwork information for faster startup times
38 * fixed graphical bug when using fewer menu entries on level selection
39 screen than usual (with "menu.list_size.LEVELS" directive)
40 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
41 the backbuffer to the backbuffer by error (with identical rectangle)
44 * fixed bug when displaying titlescreen with size less than element tile
45 * fixed bug that caused elements with "change when digging <e>" event
46 to change for _every_ digged element, not only those specified in <e>
47 * fixed bug that caused impact style collision when dropping element one
48 tile over the player that can both fall down and smash players
49 * fixed bug that caused impact style collision when element changed to
50 falling/smashing element over the player immediately after movement
53 * fixed bug that allowed making engine snapshots from the level editor
56 * fixed bugs with player name and current level positions on main screen
59 * added configuration directives for control of title screens:
60 - "title.fade_delay" for fading time
61 - "title.post_delay" for pause between screens (when not crossfading)
62 - "title.auto_delay" to automatically continue after some time
63 these settings can each be overridden by specifying them with titles:
64 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
65 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
66 fading mode can also be specified:
67 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
68 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
69 default is using normal fading for menues and initial title screens,
70 while using cross-fading for level set title screens
71 * fixed bug with background not drawn in Hall of Fame after game was won
74 * added configuration directives for the remaining main menu items
77 * added additional configuration directives for info screen draw offset:
78 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
79 * added additional configuration directives for preview info text
80 * limited mouse wheel sensitive screen area to scrollable screen area
83 * added highlighted menu text entries to menu navigation when selected
86 * fixed bug that prevented player from correctly being created in the
87 top left corner by a custom element change in a level without player
88 * fixed bug that prevented player from being killed when indestructible,
89 non-walkable element is placed on player position by extended change
90 * added configurable menu button, text and input positions to main menu
93 * added page fading effects for remaining info sub-screens
94 * fixed small bug that caused some delays when answering door request
97 * added directives "border.draw_masked.*" for menu/playfield area and
98 door areas to display overlapping/masked borders from "global.border"
101 * fixed bug with CE with move speed "not moving" not being animated
102 * when changing player artwork by CE action, reset animation frame
105 * fixed bug with not unmapping main menu screen gadgets on other screens
106 * fixed bug with un-pausing a paused game by releasing still pressed key
107 * fixed bug with not redrawing screen when toggling to/from fullscreen
108 mode while fast reloading tape (without redrawing playfield contents)
109 * fixed bug with quick-saving tape snapshot despite answering with "no"
112 * version number set to 3.2.3
115 * version 3.2.2 released
118 * fixed bug with redrawing screen in fullscreen mode after quick tape
119 reloading when using the EMC game engine
120 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
123 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
126 * added engine snapshot functionality for instant tape reloading (this
127 only works for the last tape saved using "quick save", and does not
128 work across program restarts, because it completely works in memory)
131 * version number set to 3.2.2
134 * version 3.2.1 released
137 * fixed nasty bugs with handling error message file on Mac OS X systems
140 * general code cleanup (removing many annoying "#if 0" blocks etc.)
143 * fixed bug that caused broken tapes when manually appending to tapes
144 using the "pause before death" functionality, followed by recording
145 * added setup option to disable fading of screens for faster testing
148 * code cleanup of new fading functions
151 * changed behaviour after solved game -- do not immediately stop engine
152 * added some more smooth screen fadings (game start, hall of fame etc.)
155 * fixed bug with displaying pushed CE with value/score/delay anim_mode
158 * added configurable level preview position, tile size and dimensions
159 * added configurable game panel value positions (gems, time, score etc.)
162 * fixed small bug with time displayed incorrectly when collecting CEs
165 * fixed bug with bumpy scrolling with EM engine in double player mode
168 * added compatibility code to fix "Snake Bite" style levels that were
169 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
172 * fixed bug with scrollbars inside editor when using the Windows mouse
173 enhancement tool "True X-Mouse" (which injects key events to the event
174 queue to insert selected stuff into the Windows clipboard, which gets
175 confused with the "Insert" key for jumping to the last editor cascade
176 block in the element list)
177 * added Rocks'n'Diamonds icon for use as window icon to SDL version
178 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
181 * added selection of preferred fullscreen mode to setup / graphics menu
182 (useful if default mode 800 x 600 does not match screen aspect ratio)
185 * improved down-scaling of images for better editor and preview graphics
186 * changed user data directory for Mac OS X from Unix style to new place
189 * improved level number selection in main menu and player selection in
190 setup menu (input devices section) by using standard button gadgets
191 * added support for mouse scroll wheel (caused buggy behaviour before)
192 * added support for scrolling horizontal scrollbars with mouse wheel by
193 holding "Shift" key pressed while scrolling the wheel
194 * added support for single step mouse wheel scrolling by holding "Alt"
195 key pressed while scrolling the wheel (can be combined with "Shift")
196 * changed output file "stderr.txt" on Windows platform now always to be
197 created in the R'n'D sub-directory of the personal documents directory
198 * added Windows message box to direct to "stderr.txt" after error aborts
201 * improved general scrollbar handling (when jump-scrolling scrollbars)
204 * changed scrollbars to always show last line as first after scrolling
205 (that means jumping n - 1 screen lines instead of n screen lines)
208 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
209 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
210 * fixed special handling of vertically stacked acid becoming fake acid
213 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
214 affect multiple instances of the same CE, although this kind of
215 change condition usually only affects one single custom element
218 * version number set to 3.2.1
221 * version 3.2.0 released
224 * reorganized level editor element list a bit to match engines better
227 * fixed newly introduced bug with wrongly initializing clipboard element
230 * fixed bug with displaying visible/invisible level border in editor
233 * reorganized some elements in the level editor element list
236 * fixed bug with displaying any player as "yellow" when moving into acid
237 * fixed bug with displaying running player when player stopped at border
240 * fixed bug with player exploding when moving into acid
241 * fixed bug with level settings being reset in editor and when playing
242 (some compatibility settings being set not only after level loading)
243 * fixed crash bug when number of custom graphic frames was set to zero
244 * fixed bug with teleporting player on walkable tile not working anymore
245 * added partial compatibility support for pre-release-only "CONF" chunk
246 (to make Alan Bond's "color cycle" demo work again :-) )
249 * fixed some bugs when displaying title screens from info screen menu
250 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
253 * changed file major version to 3 to reflect level file format changes
254 * uploaded pre-release (test) version 3.2.0-8 binary and source code
257 * added new chunk "NAME" to level file format for level name settings
258 * added new chunk "NOTE" to level file format for envelope settings
259 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
260 * updated magic(5) file to recognize changed and new level file chunks
261 * removed change events "change when CE value/score changes" as unneeded
264 * changed gravity (which only affects the player) from level property
265 to player property (only makes a difference in multi-player levels)
266 * added change events "change when CE value/score changes"
267 * added change events "change when CE value/score changes of <element>"
270 * added new chunk "INFO" to level file format for global level settings
271 * added all element settings from "HEAD" chunk to "CONF" chunk
272 * added all global level settings from "HEAD" chunk to "INFO" chunk
275 * changed level file format by adding two new chunks "CUSX" (for custom
276 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
277 elements, replacing the previous "GRP1" chunk); these new IFF style
278 chunks use the new and flexible "micro chunks inside chunks" technique
279 already used with the new "CONF" chunk (for normal element properties)
280 which makes it possible to easily extend the existing level format
281 (instead of using fixed-length chunks like before, which are either
282 too big due to reserved bytes for future use, or too small when those
283 reserved bytes have all been used and even more data should be stored,
284 requiring the replacement by new and larger chunks just like it went
285 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
288 * added credits pages to the "credits" section that were really missing
289 * added some missing element descriptions to the level editor
290 * added down position of switchgate switch to the level editor
291 and allowed the use of both switch positions at the same time
292 * changed use of "Insert" and "Delete" keys to navigate element list in
293 level editor to start of previous or next cascading block of elements
296 * added the possibility to view the title screen to the info screen menu
297 * fixed some minor bugs with viewing title screens
300 * fixed bug with title (cross)fading in/out when using fullscreen mode
303 * fixed bug that forced re-defining of menu settings in local graphics
304 config file which are already defined in existing base config file
305 * fixed small bug that caused door sounds playing when music is enabled
308 * added the possibility to define up to five title screens for each
309 level set that are displayed after loading using (cross)fading in/out
310 (this was added to display the various start images of the EMC sets)
313 * added "CE score gets zero [of]" to custom element trigger conditions
314 * added setup option to display element token name in level editor
317 * added compatibility code for Juergen Bonhagen's menu artwork settings
320 * fixed bug with displaying wrong animation frame 0 after CE changes
321 * fixed bug with creating invisible elements when light switch is on
324 * added selection between ECS and AGA graphics for EMC levels to setup
327 * adjusted font handling for various narrow EMC style fonts
330 * changed EM engine behaviour back to re-allow initial rolling springs
333 * fixed handling of over-large selectboxes (less error-prone now)
334 * fixed bug when creating GE with walkable element under the player
337 * added use of "Insert" and "Delete" keys to navigate element list in
338 level editor to start of custom elements or start of group elements
339 * added virtual elements to access CE value and CE score of elements:
340 - "CE value of triggering element"
341 - "CE score of triggering element"
342 - "CE value of current element"
343 - "CE score of current element"
346 * fixed "grass" to "sand" in older EM levels (up to file version V4)
349 * changed behaviour of network games with internal errors (because of
350 different client frame counters) from immediately terminating R'n'D
351 to displaying an error message requester and stopping only the game
352 (also to prevent impression of crashes under non command-line runs)
353 * fixed playing network games with the EMC engine (did not work before)
354 * fixed bug with not scrolling the screen in multi-player mode with the
355 focus on player 1 when all players are moving in different directions
356 * fixed bug with keeping pointer to gadget even after its deallocation
357 * fixed bug with allowing "focus on all players" in network games
358 * fixed bug with player focus when playing tapes from network games
361 * uploaded pre-release (test) version 3.2.0-7 binary and source code
364 * code cleanup for game action control for R'n'D and EMC game engine
367 * fixed bug in multi-player movement with focus on both players
368 * added option to control only the focussed player with all input
371 * added player focus switching to level tape recording and re-playing
374 * fixed some bugs in player focus switching in EMC and RND game engine
377 * added special Supaplex animations for Murphy digging and snapping
378 * added special Supaplex animations for Murphy being bored and sleeping
381 * added four new yam yams with explicit start direction for EMC engine
382 * fixed bug in src/libgame/text.c with printing text outside the window
385 * fixed small bug in EMC level loader (copyright sign in EM II levels)
388 * added delayed ignition of EM style dynamite when used in R'n'D engine
389 * added limited movement range to EMC engine when focus on all players
392 * fixed bug with missing (zero) score values for native Supaplex levels
395 * added "continuous snapping" (snapping many elements while holding the
396 snap key pressed, without releasing the snap key after each element)
397 as a new player setting for more compatibility with the classic games
400 * finished scrolling for "focus on all players" in EMC graphics engine
403 * level sets with "levels: 0" are ignored for levels, but not artwork
404 * fixed bug when scanning empty level group directories (endless loop)
407 * fixed bug with explosion graphic for player using "Murphy" graphic
408 * fixed bug with explosion graphic if player leaves explosion in time
409 * changed some descriptive text in setup menu to use medium-width font
410 * added key shortcut settings for switching player focus to setup menu
413 * fixed bug with random value initialization when recording tapes
414 * fixed bug with playing single player tapes when team mode activated
417 * fixed little bug when trying to switch to player that does not exist
420 * added player switching (visual and quick) to R'n'D and EM game engine
421 * added setup option to select visual or quick in-game player switching
424 * added use of "Home" and "End" keys to handle element list in editor
427 * fixed bug with adding score when playing tape with EMC game engine
428 * added steel wall border for levels using EMC engine without border
429 * finally fixed delayed scrolling in EMC engine also for small levels
432 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
435 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
436 * fixed bug when displaying info element without action, but direction
439 * fixed minor graphical problems with springs smashing and slurping
440 (when using R'n'D style graphics instead of EMC style graphics)
443 * added scroll delay (as configured in setup) to EMC graphics engine
446 * improved screen redraw for EMC graphics engine (faster and smoother)
447 * when not scrolling, do not redraw the whole playfield if not needed
450 * added multi-player mode for EMC game engine (with up to four players)
453 * added android (can clone elements) from EMC engine to R'n'D engine
456 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
459 * added selectbox for initial player speed to player settings in editor
462 * version 3.1.2 created that is basically version 3.1.1, but with a
463 major bug fixed that prevented editing your own private levels
464 * version 3.1.2 released
467 * added magic ball (creates elements) from EMC engine to R'n'D engine
470 * uploaded fixed pre-release version 3.2.0-6 binary and source code
473 * fixed bug when using "CE can leave behind <trigger element>"
474 * added new change condition "(after/when) creation of <element>"
475 * added new change condition "(after/when) digging <element>"
476 * fixed bug accessing invalid gadget that caused crashes under Windows
477 * deactivated new possibility for multiple CE changes per frame
480 * uploaded pre-release (test) version 3.2.0-6 binary and source code
483 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
484 * fixed bug with not keeping CE value for moving CEs with only action
485 * changed CE action selectboxes in editor to be only reset when needed
488 * added option "use artwork from element" for custom player artwork
489 * added option "use explosion from element" for player explosions
492 * added cascaded element lists in the level editor
493 * added persistence for cascaded element lists by "editorcascade.conf"
494 * added dynamic element list with all elements used in current level
495 * added possibility for multiple CE changes per frame (experimental)
498 * uploaded pre-release (test) version 3.2.0-5 binary and source code
501 * changed "score for each 10 seconds/steps left" to "1 second/step"
502 * added own score for collecting "extra time" instead of sharing it
503 * added change events "switched by player" and "player switches <e>"
504 * added change events "snapped by player" and "player snaps <e>"
505 * added "set player artwork: <element choice>" to CE action options
506 * added change event "move of <element>"
509 * added "set player shield: off / normal / deadly" to CE action options
510 * added new player option "use level start element" in level editor
511 to set the correct focus at level start to elements from which the
512 player is created later (this did not work before for cascaded CE
513 changes resulting in creation of the player; it is now also possible
514 to create the player from a yam yam which is smashed at level start)
517 * added "set player speed: frozen (not moving)" to CE action options
518 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
521 * added new player option "block snap field" (enabled by default) to
522 make it possible to show a snapping animation like in Emerald Mine
525 * added dynamic selectboxes to custom element action settings in editor
526 * added "CE value" counter for custom elements (instead of "CE count")
527 * added option to use the last "CE value" after custom element change
528 * added option to use the "CE value" of other elements in CE actions
529 * fixed odd behaviour when pressing time orb in levels w/o time limit
530 * added checkbox "use time orb bug" for older levels that use this bug
533 * added missing configuration settings for the following elements:
534 - EL_TIMEGATE_SWITCH (time of open time gate)
535 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
536 - EL_SHIELD_NORMAL (time of shield duration)
537 - EL_SHIELD_DEADLY (time of shield duration)
538 - EL_EXTRA_TIME (time added to level time)
539 - EL_TIME_ORB_FULL (time added to level time)
542 * added "wind direction" as a movement pattern for custom elements
543 * added initial wind direction for balloon / custom elements to editor
544 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
547 * added parameters for "game of life" and "biomaze" elements to editor
550 * added level file chunk "CONF" for generic level and element settings
553 * uploaded pre-release (test) version 3.2.0-4 binary and source code
556 * skip empty level sets (with "levels: 0"; may be artwork base sets)
557 * added sound action ".page[1]" to ".page[32]" for each CE change page
560 * added image config suffix ".clone_from" to copy whole image settings
561 * fixed bug with invalid ("undefined") CE settings in old level files
564 * fixed graphical bug with smashing elements falling faster than player
567 * fixed major bug which prevented private levels from being edited
568 * fixed bug with precedence of general and special font definitions
571 * fixed graphical bug with player animation when player moves slowly
574 * uploaded pre-release (test) version 3.2.0-3 binary and source code
577 * fixed bug which prevented "global.num_toons: 0" from working
580 * major code cleanup (removed all these annoying "#if 0" blocks)
583 * added custom element actions for CE change page in level editor
586 * fixed music initialization bug in init.c (thanks to David Binderman)
587 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
588 (this bug must probably be fixed at other places, too)
591 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
592 (should be '#include <SDL.h>' instead)
595 * fixed bug which prevented "walkable from no direction" from working
596 (due to compatibility code overwriting this setting after loading)
599 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
602 * version number temporarily set to 3.1.1 (intermediate bugfix release)
603 * version 3.1.1 released
606 * changed some va_arg() arguments from 'long' to 'int', fixing problems
607 on 64-bit architecture systems with LP64 data model
610 * fixed bug with bombs not exploding when hitting the last level line
611 (introduced after the release of 3.1.0)
614 * added support for dumping small-sized level sketches from editor
617 * added recognition of "trigger element" for "change digged element to"
618 (this is not really what the "trigger element" was made for, but its
619 use may seem obvious for leaving back digged elements unchanged)
622 * fixed multiple warnings about failed joystick device initialization
625 * fixed bug with dynamite dropped on top of just dropped custom element
626 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
627 dynamite can still be dropped, but drop key must be released before
630 * fixed bug with wrong start directory when started from file browser
631 (due to this bug, R'n'D could not be started from KDE's Konqueror)
634 * fixed bug causing "change when impact" on player not working
635 * fixed wrong priority of "hitting something" over "hitting <element>"
636 * fixed wrong priority of "hit by something" over "hit by <element>"
639 * fixed graphical bug which caused the player (being Murphy) to show
640 collecting animations although the element was collected by penguin
643 * fixed two bugs causing wrong door background graphics in system.c
644 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
647 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
648 * added "no direction" to "walkable/passable from" selectbox options
651 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
652 * in tape autoplay, not only report broken, but also missing tapes
655 * uploaded pre-release (test) version 3.2.0-2 binary and source code
658 * fixed small bug with "linear" animation not working for active lamp
661 * fixed bug with moving up despite gravity due to "block last field"
662 * fixed small bug with wrong draw offset when typing name in main menu
663 * when reading user names from "passwd", ignore data after first comma
664 * when creating new "levelinfo.conf", only write some selected entries
667 * fixed displaying "imported from/by" on preview with empty string
668 * fixed ignoring draw offset for fonts used for level preview texts
671 * fixed a delay problem with SDL and too many mouse motion events
672 * added setup option "skip levels" and level skipping functionality
675 * added move speed "not moving" for non-moving CEs, but with direction
678 * fixed mapping of obsolete element token names in "editorsetup.conf"
679 * fixed bug with sound "acid.splashing" treated as a loop sound
680 * fixed some little sound bugs in native EM engine
683 * fixed small bug when dragging scrollbars to end positions
686 * added editor element descriptions written by Aaron Davidson
689 * improved fallback handling when configured artwork is not available
690 (now using default artwork instead of exiting when files not found)
693 * fixed bug on level selection screen when dragging scrollbar
696 * fixed bug which caused broken tapes when appending to EM engine tapes
699 * uploaded pre-release (test) version 3.2.0-1 binary and source code
702 * added code to replace changed artwork config tokens with other tokens
703 (needed for backwards compatibility, so that older tokens still work)
706 * added native R'n'D graphics for some new EMC elements in EM engine
709 * fixed some bugs in the EM engine integration code
710 * changed EM engine code to allow diagonal movement
711 * changed EM engine code to allow use of separate snap and drop keys
714 * fixed some redraw bugs when using EM engine
717 * fixed bug with not converting RND levels which are set to use native
718 engine to native level structure when loading
721 * uploaded pre-release (test) version 3.2.0-0 binary and source code
724 * version number set to 3.2.0
727 * level data now reset to defaults after attempt to load invalid file
730 * added use of "editorsetup.conf" for different level sets
733 * added auto-detection for various types of Emerald Mine level files
736 * fixed bug with scrollbars getting too small when list is very large
739 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
742 * added most level editor configuration gadgets for new EMC elements
745 * added more element and graphic definitions for new EMC elements
748 * modified native EM engine to use integrated R'n'D sound system
751 * added SDL support to graphics functions in native EM engine
752 (by always using generic libgame interface functions)
755 * fixed bug in frame synchronization in native EM engine
758 * added code to convert levels between R'n'D and native EM engine
761 * new Emerald Mine engine can now play levels selected in main menu
764 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
765 (which creates scaled down graphics for level editor and preview);
766 there's still a memory leak somewhere in the artwork handling code
767 * added "scale image up" functionality to X11 version of zoom function
770 * first attempts to integrate new, native Emerald Mine Club engine
773 * fixed bug in gadget code which caused reset of CEs in level editor
774 (example: pressing 'b' [grab brush] on CE config page erased values)
775 (solution: check if gadgets in ClickOnGadget() are really mapped)
776 * improved level change detection in editor (settings now also checked)
777 * fixed bug with "can move into acid" and "don't collide with" state
780 * fixed maze runner style CEs to use the configured move delay value
783 * added Aaron Davidson's tutorial level set to the "Tutorials" section
786 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
787 * fixed the above fix because it broke level set "machine" (*sigh*)
788 * fixed random element placement in level editor to work as expected
789 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
792 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
795 * fixed bug (missing array boundary check) which caused broken tapes
796 * fixed bug (when loading level template) which caused broken levels
797 * fixed bug with new block last field code when using non-yellow player
800 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
801 * internal change of how the player blocks the last field when moving
802 * fixed blocking delay of last field for EM and SP style block delay
803 * fixed bug where the player had to wait for the usual move delay after
804 unsuccessfully trying to move, when he directly could move after that
805 * the last two changes should make original Supaplex level 93 solvable
806 * improved use of random number generator to make it less predictable
807 * fixed behaviour of slippery SP elements to let slip left, then right
810 * fixed bug with wrong door state after trying to quickload empty tape
811 * fixed waste of static memory usage of the binary, making it smaller
812 * fixed very little graphical bug in Supaplex explosion
815 * version number set to 3.1.1
818 * version 3.1.0 released
821 * fixed bug with crash when writing user levelinfo.conf the first time
824 * added option "convert LEVELDIR [NR]" to command line batch commands
825 * re-converted Supaplex levels to apply latest engine fixes
826 * changed "use graphic/sound of element" to "use graphic of element"
827 due to compatibility problems with some levels ("bug machine" etc.)
830 * fixed bug with CE change replacing player with same or other player
833 * fixed bug with opaque font in envelope with background graphic when
834 background graphic is not transparent itself
837 * added "gravity on" and "gravity off" ports for Supaplex compatibility
838 * corrected original Supaplex level loading code to use these new ports
839 * also corrected Supaplex loader to auto-count infotrons if set to zero
842 * fixed bug with missing initialization of "modified" flag for GEs
845 * fixed bug that caused endless recursion loop when relocating player
846 * fixed tape recorder bug in "step mode" when using "pause before end"
847 * fixed tape recorder bug when changing from "warp forward" mode
850 * fixed bug with "when touching" for pushed elements at last position
853 * fixed bug that caused two activated toolbox buttons in level editor
854 * fixed bug with exploding dynabomb under player due to other explosion
857 * fixed bug with creating walkable custom element under player (again)
858 * fixed bug with not copying explosion type when copying CEs in editor
859 * fixed graphical bug when drawing player in setup menu (input devices)
860 * fixed graphical bug when the player is pushing an accessible element
861 * fixed bug with classic switchable elements triggering CE changes
862 * fixed bug with entering/leaving walkable element in RelocatePlayer()
863 * fixed crash bug when CE leaves behind the trigger player element
866 * fixed bug with broken tubes after placing/exploding dynamite in them
867 * fixed bug with exploding dynamite under player due to other explosion
868 * fixed bug with not resetting push delay under certain circumstances
871 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
872 * added network multiplayer code for Windows (thanks to Niko Böhm)
875 * added option "reachable despite gravity" for gravity movement
876 * changed gravity movement of most classic walkable and passable
877 elements back to "not reachable" (for compatibility reasons)
880 * fixed (removed) "indestructible" / "can explode" dependency in editor
881 * fixed (removed) "accessible inside" / "protected" dependency
882 * fixed (removed) "step mode" / "shield time" dependency
885 * fixed dynabombs exploding now into anything diggable
886 * fixed Supaplex style gravity movement into buggy base now impossible
887 * added pressing key "space" as valid action to select menu options
890 * added "replace when walkable" to relocate player to walkable element
891 * added "enter"/"leave" event for elements affected by relocation
892 * fixed "direct"/"indirect" change order also for "when change" event
893 * fixed graphical bug when pushing things from elements walkable inside
896 * fixed graphic bug when player is snapping while moving in old levels
897 * fixed bug when a moving custom element leaves a player element behind
898 * fixed bug with mole not disappearing when moving into acid pool
899 * fixed bug with incomplete path setting when using "--basepath" option
900 * moving CE can now leave walkable elements behind under the player
901 * when relocating, player can be set on walkable element now
902 * fixed another gravity movement bug
905 * uploaded pre-release (test) version 3.1.0-2 binary and source code
908 * added "collectible" and "removable" to extended replacement types
909 (where "removable" replaces "diggable" and "collectible" elements)
910 * added "collectible & throwable" (to throw element to the next field)
911 * fixed bug with CEs digging elements that are just about to explode
912 * changed mouse cursor now always being visible when game is paused
915 * added possibility to push/press accessible elements from a side that
917 * fixed bug with not setting actual date when appending to tape
920 * fixed bug with incorrectly initialized custom element editor graphics
923 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
924 - number of levels corrected from 18 to 17 in "levelinfo.conf"
927 * fixed bug with destroyed robot wheel still attracting robots forever
928 * fixed bug with time gate switch deactivating after robot wheel time
929 (while the time gate itself is not affected by this misbehaviour)
930 * changed behaviour of BD style amoeba to always get blocked by player
931 (before it was different when there were non-BD elements in level)
932 * fixed bug with player destroying indestructable elements with shield
935 * added option to make growing elements grow into anything diggable
936 (for the various amoeba types, biomaze and "game of life")
939 * fixed bug with movable elements not moving after left behind by CEs
940 * changed gravity movement to anything diggable, not only sand/base
941 * optionally allowing passing to walkable element, not only empty space
942 * added option "can pass to walkable element" for players
943 * finally fixed gravity movement (hopefully)
946 * fixed bug with movable elements not moving anymore after falling down
949 * fixed another bug with custom elements digging and leaving elements
950 * fixed bug with "along left/right side" and automatic start direction
951 * trigger elements now also displayed when "more custom" deactivated
952 * fixed bug with clipboard element initialized when loading new level
953 * added option "drop delay" to set delay before dropping next element
956 * uploaded pre-release (test) version 3.1.0-1 binary and source code
959 * added copy and paste functions for custom change pages
960 * enhanced graphical display and functionality of tape recorder
961 * fixed bug with custom elements digging and leaving elements
964 * added move speed faster than "very fast" for custom elements
965 * fixed bug with 3+3 style explosions and missing border content
966 * fixed little bug when copying custom elements in the editor
967 * enhanced custom element changes by more side trigger actions
970 * added option "no scrolling when relocating" for instant teleporting
971 * uploaded pre-release (test) version 3.1.0-0 binary and source code
974 * added trigger element and trigger player to use as target elements
975 * added copy and paste functions for custom and group elements
978 * fixed graphical bug when displaying explosion animations
979 * fixed bug when appending to tapes, resulting in broken tapes
980 * re-recorded a few tapes broken by fixing gravity checking bug
983 * "can move into acid" property now for all elements independently
984 * "can fall into acid" property for player stored in same bitfield now
985 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
986 * version number set to 3.1.0 (finally!)
989 * changed tape recording to only record input, not programmed actions
992 * fixed totally broken (every 8th frame skipped) step-by-step recording
993 * fixed bug with requester not displayed when quick-loading interrupted
994 * added option "can fall into acid (with gravity)" for players
995 * fixed bug with player not falling when snapping down with gravity
998 * fixed bug which messed up key config when using keypad number keys
1001 * fixed bug which allowed moving upwards even when gravity was active
1002 * fixed bug with missing error handling when dumping levels or tapes
1005 * added different colored editor graphics for Supaplex gravity tubes
1008 * fixed bug that allowed solvable tapes for unsolvable levels
1011 * use unlimited number of droppable elements when "count" set to zero
1012 * added option to use step limit instead of time limit for level
1015 * added player and change page as trigger for custom element change
1018 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1021 * fixed bug with dark yamyam changing to acid when moving over acid
1022 * fixed handling of levels with more than 999 seconds level time
1023 (example: level 76 of "Denmine")
1026 * "spring push bug" reintroduced as configurable element property
1027 * fixed bug with missing properties for "mole"
1028 * fixed bug that showed up when fixing the above "mole" properties bug
1029 * added option "can move into acid" for all movable elements
1030 * fixed graphical bug for elements moving into acid
1031 * changed event handling to handle all pending events before going on
1034 * fixed bug which caused all CE change pages to be ignored which had
1035 the same change event, but used a different element side
1036 (reported by Simon Forsberg)
1038 * fixed bug which caused elements that can move and fall and that are
1039 transported by a conveyor belt to continue moving into that direction
1040 after leaving the conveyor belt, regardless of their own movement
1041 type; only elements which can not move are transported now
1042 (reported by Simon Forsberg)
1044 * fixed bug which could cause an array overflow in RelocatePlayer()
1045 (reported by Niko Böhm)
1047 * changed Emerald Mine style "passable / over" elements to "protected"
1048 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1050 * added new option to select from which side a "walkable/passable"
1051 element can be entered
1054 * added explosion and ignition delay for elements that can explode
1057 * fixed bug which caused player not being protected against enemies
1058 when a CE was "walkable / inside" and was not "indestructible"
1059 * added "walkable/passable" fields to be "protected/unprotected"
1060 against enemies, even if not accessible "inside" but "over/under"
1063 * corrected move pattern to 32 bit and initial move direction to 8 bit
1066 * added second custom element base configuration page
1069 * added some special EMC mappings to Emerald Mine level loader
1070 (also covering previously unknown element in level 0 of "Bondmine 8")
1073 * added option to block last field when player is moving (for Supaplex)
1074 * adjusted push delay of Supaplex elements
1075 * removed delays for envelopes etc. when replaying with maximum speed
1076 * fixed bug when dropping element on a field that just changed to empty
1079 * fixed bug: infotrons can now smash yellow disks
1080 * fixed bug: when gravity active, port above player can now be entered
1081 * removed "one white dot" mouse pointer which irritated some people
1084 * added "choice type" for group element selection
1087 * fixed bug with initial invulnerability of non-yellow player
1090 * added level loader for loading native Supaplex packed levels
1091 (including multi-part levels like the "splvls99" levels)
1094 * fixed bug which allowed creating emeralds by escaping explosions
1097 * custom elements can change (limited) or leave (unlimited) elements
1098 * finally added multiple matches using group elements
1099 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1102 * added new start movement type "previous" for continued CE movement
1103 * added new start movement type "random" for random CE movement start
1106 * added new element "sokoban_field_player" needed for Sokoban levels
1107 (thanks to Ed Booker for pointing this out!)
1110 * added elements that can be digged or left behind by custom elements
1113 * added group elements for multiple matches and random element creation
1116 * fixed some graphical errors displayed in old levels
1119 * fixed wrong double speed movement after passing closing gates
1122 * added level loader for loading native Emerald Mine levels
1125 * changes for "shooting" style CE movement
1128 * Happy New Year! ;-)
1131 * changed default snap/drop keys from left/right Shift to Control keys
1134 * fixed bug with dead player getting reanimated from custom element
1137 * fixed bug with wrong penguin graphics (when entering exit)
1140 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1143 * version number set to 3.0.9
1146 * version 3.0.8 released
1149 * added function checked_free()
1152 * fixed bug with double nut cracking sound
1153 (by eliminating "default element action sound" assignment in init.c)
1156 * fixed crash when no music info files are available
1159 * fixed boring and sleeping sounds
1162 * added "maze runner" and "maze hunter" movement types
1163 * added extended collision conditions for custom elements
1166 * added warnings for undefined token values in artwork config files
1169 * added menu entry for level set information to the info screen
1172 * fixed bug with wrong default impact sound for colored emeralds
1175 * added several sub-screens for the info screen
1176 * menu text now also clickable (not only blue/red sphere left of it)
1179 * added configurable "bored" and "sleeping" animations for the player
1180 * added "awakening" sound for player when waking up after sleeping
1183 * added "copy" and "exchange" functions for custom elements to editor
1186 * added configurable element animations for info screen
1189 * added configurable music credits for info screen
1192 * finally fixed tape recording when player is created from CE change
1195 * added "editorsetup.conf" for editor element list configuration
1198 * added "musicinfo.conf" for menu and level music configuration
1201 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1202 (that only showed up on Linux, but not on Windows systems)
1205 * fixed turning movement of butterflies and fireflies (no frame reset)
1206 * enhanced sniksnak turning movement (two steps instead of only one)
1209 * version number set to 3.0.8
1212 * version 3.0.7 released
1215 * fixed reset of player animation frame when, for example,
1216 walking, digging or collecting share the same animation
1217 * fixed CE with "deadly when touching" exploding when touching amoeba
1220 * fixed tape recording when player is created from CE element change
1223 * introduced "turning..." action graphic for elements with move delay
1224 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1225 * added turning animations for bug, spaceship and sniksnak
1228 * prevent "extended" changed elements from delay change in same frame
1231 * fixed bug when pushing element that can move away to the side
1232 (like pushing falling elements, but now with moving elements)
1235 * finally fixed serious bug in code for delayed element pushing (again)
1238 * unavailable setup options now marked as "n/a" instead of "off"
1239 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1240 to "true", levels are always played with the latest game engine,
1241 which is desired for levels that are imported from other games; all
1242 other levels are played with the engine version stored in level file
1243 (which is normally the engine version the level was created with)
1246 * fixed serious bug in code for delayed element pushing
1247 * fixed little bug in animation frame selection for pushed elements
1248 * speed-up of reading config file for verbose output
1251 * added configuration option for opening and closing Supaplex exit
1252 * added configuration option for moving up/down animation for Murphy
1253 * fixed incorrectly displayed animation for attacking dragon
1254 * fixed bug with not setting initial gravity for each new game
1255 * fixed bug with teleportation of player by custom element change
1256 * fixed bug with player not getting smashed by rock sometimes
1259 * version number set to 3.0.7
1262 * version 3.0.6 released
1265 * added support for MP3 music for SDL version through SMPEG library
1268 * fixed bug when initializing font graphic structure
1269 * fixed bug with animation mode "pingpong" when using only 1 frame
1270 * fixed bug with extended change target introduced in 3.0.5
1271 * fixed bug where passing over moving element doubles player speed
1272 * fixed bug with elements continuing to move into push direction
1273 * fixed bug with duplicated player when dropping bomb with shield on
1274 * added "switching" event for custom elements ("pressing" only once)
1275 * fixed switching bug (resetting flag when not switching but not idle)
1278 * fixed element tokens for certain file elements with ".active" etc.
1281 * version number set to 3.0.6
1284 * version 3.0.5 released
1287 * now four envelope elements available
1288 * font, background, animation and sound for envelope now configurable
1289 * main menu doors opening/closing animation type now configurable
1292 * active/inactive sides configurable for custom element changes
1293 * new movement type "move when pushed" available for custom elements
1296 * fixed bug in multiple config pages loader code that caused crashes
1299 * enhanced (remaining low-resolution) Supaplex graphics
1302 * version number set to 3.0.5
1305 * version 3.0.4 released
1307 2003-09-12 src/tools.c
1308 * fixed bug in custom definition of crumbled element graphics
1310 2003-09-11 src/files.c
1311 * fixed bug in multiple config pages code that caused crashes
1314 * version number set to 3.0.4
1317 * version 3.0.3 released
1320 * added music to Supaplex classic level set
1322 2003-09-07 src/libgame/misc.c
1323 * added support for loading various music formats through SDL_mixer
1325 2003-09-06 (various source files)
1326 * fixed several nasty bugs that may have caused crashes on some systems
1327 * added envelope content which gets displayed when collecting envelope
1328 * added multiple change event pages for custom elements
1330 2003-08-24 src/game.c
1331 * fixed problem with player animation when snapping and moving
1333 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1334 * fixed problem with flickering when drawing toon animations
1336 2003-08-23 src/libgame/sdl.c
1337 * fixed problem with setting mouse cursor in SDL version in fullscreen
1339 2003-08-23 src/game.c
1340 * fixed bug (missing array boundary check) which could crash the game
1343 * version number set to 3.0.3
1346 * version 3.0.2 released
1348 2003-08-21 src/game.c
1349 * fixed bug with creating inaccessible elements at player position
1351 2003-08-20 src/init.c
1352 * fixed bug with not finding current level artwork directory
1354 2003-08-20 src/files.c
1355 * fixed bug with choosing wrong engine version when playing tapes
1356 * fixed bug with messing up custom element properties in 3.0.0 levels
1359 * version number set to 3.0.2
1362 * version 3.0.1 released
1364 2003-08-17 (no source files affected)
1365 * changed all "classic" PCX image files with 16 colors or less to
1366 256 color (8 bit) storage format, because the Allegro game library
1367 cannot handle PCX files with less than 256 colors (contributed
1368 graphics are not affected and might look wrong in the DOS version)
1370 2003-08-16 src/init.c
1371 * fixed bug which (for example) crashed the level editor when defining
1372 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1373 (only set to default) -- invalid graphics now set to default graphic
1375 2003-08-16 src/init.c
1376 * fixed graphical bug of player digging/collecting/snapping element
1377 when no corresponding graphic/animation is defined for this action,
1378 resulting in player being drawn as EL_EMPTY (which should only be
1379 done to elements being collected, but not to the player)
1381 2003-08-16 src/game.c
1382 * fixed small graphical bug of player not totally moving into exit
1384 2003-08-16 src/libgame/setup.c
1385 * fixed bug with wrong MS-DOS 8.3 filename conversion
1387 2003-08-16 src/tools.c
1388 * fixed bug with invisible mouse cursor when pressing ESC while playing
1390 2003-08-16 (various source files)
1391 * added another 128 custom elements (disabled in editor by default)
1393 2003-08-16 src/editor.c
1394 * fixed NULL string bug causing Solaris to crash in sprintf()
1396 2003-08-16 src/screen.c
1397 * fixed drawing over scrollbar on level selection with custom fonts
1399 2003-08-15 src/game.c
1400 * cleanup of simple sounds / loop sounds / music settings
1402 2003-08-08 (various source files)
1403 * added custom element property for dropping collected elements
1405 2003-08-08 src/conf_gfx.c
1406 * fixed bug with missing graphic for active red disk bomb
1408 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1409 * extended variable "level.gravity" to "level.initial_gravity" and
1410 "game.current_gravity" to prevent level setting from being changed
1411 by playing the level (keeping the runtime value after playing)
1413 * fixed graphics bug when digging element that has 'crumbled' graphic
1414 definition, but not 'diggable' graphic definition
1417 * version number set to 3.0.1
1420 * version 3.0.0 released
1423 * various bug fixes; among others:
1424 - fixed bug with pushing spring over empty space
1425 - fixed bug with leaving tube while placing dynamite
1426 - fixed bug with explosion of smashed penguins
1427 - allow Murphy player graphic in levels with non-Supaplex elements
1431 * I have forgotten to document changes for some time
1434 * pre-release version 2.2.0rc1 released
1437 * version number set to 2.1.2
1440 * version 2.1.1 released
1443 * version number set to 2.1.1
1446 * version 2.1.0 released
1449 * version number set to 2.1.0
1451 2002-04-03 to 2002-05-19 (various source files)
1452 * graphics, sounds and music now fully configurable
1453 * bug fixed that prevented walking through tubes when gravity on
1455 2002-04-02 src/events.c, src/editor.c
1456 * Make Escape key less aggressive when playing or when editing level.
1457 This can be configured as an option in the setup menu. (Default is
1458 "less aggressive" which means "ask user if something can be lost"
1459 when pressing the Escape key.)
1461 2002-04-02 src/screen.c
1462 * Added "graphics setup" screen.
1464 2002-04-01 src/screen.c
1465 * Changed "choose level" setup screen stuff to be more generic (to
1466 make it easier to add more "choose from generic tree" setup screens).
1468 2002-04-01 src/config.c, src/timestamp.h
1469 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1470 automatically gets created by "src/Makefile" and contains an actual
1471 compile-time timestamp to identify development versions of the game).
1473 2002-03-31 src/tape.c, src/events.c
1474 * Added quick game/tape save/load functions to tape stuff which can be
1475 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1476 loads previously recorded tape and directly goes into recording mode
1477 from the end of the tape (therefore appending to the tape).
1479 2002-03-31 src/tape.c
1480 * Added "index mark" function to tape recorder. When playing or
1481 recording, "eject" button changes to "index" button. Setting index
1482 mark is not yet implemented, but pressing index button when playing
1483 allows very quick advancing to end of tape (when normal playing),
1484 very fast forward mode (when playing with normal fast forward) or
1485 very fast reaching of "pause before end of tape" (when playing with
1486 "pause before end" playing mode).
1488 2002-03-30 src/cartoons.c
1489 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1491 2002-03-29 src/screen.c
1492 * Changed setup screen stuff to be more generic (to make it easier
1493 to add more setup screens).
1495 2002-03-23 src/main.c, src/main.h
1496 * Various changes due to the introduction of the new libgame files
1497 "setup.c" and "joystick.c".
1499 2002-03-23 src/files.c
1500 * Generic parts of "src/files.c" (mainly setup and level directory
1501 stuff) moved to new libgame file "src/libgame/setup.c".
1503 2002-03-23 src/joystick.c
1504 * File "src/joystick.c" moved to libgame source tree, with
1505 correspondig changes.
1507 2002-03-22 src/screens.c
1508 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1509 (Wrong level series information displayed when entering main group.)
1511 2002-03-22 src/editor.c
1512 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1514 2002-03-22 src/editor.c
1515 * Changed behaviour of "Escape" key in level editor to be more
1516 intuitive: When in "Element Properties" or "Level Info" mode,
1517 return to "Drawing Mode" instead of leaving the level editor.
1519 2002-03-21 src/game.c, src/editor.c, src/files.c
1520 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1521 gems (emeralds, diamonds, ...) slipping down from normal wall,
1522 steel wall and growing wall (as in E.M.C. style levels). Although
1523 the behaviour of contributed and private levels wasn't changed (due
1524 to the use of "level.game_version"; see previous entry), editing
1525 those levels will (of course) change the behaviour accordingly.
1527 This change seems a bit too hard after thinking about it, because
1528 the EM style behaviour is not the "expected" behaviour (gems would
1529 normally only slip down from "rounded" walls). Therefore this was
1530 now changed to an element property for gem style elements, with the
1531 default setting "off" (which means: no special EM style behaviour).
1532 To fix older converted levels, this flag is set to "on" for pre-2.0
1533 levels that are neither contributed nor private levels.
1535 2002-03-20 src/files.h
1536 * Corrected settings for "level.game_version" depending of level type.
1537 (Contributed and private levels always get played with game engine
1538 version they were created with, while converted levels always get
1539 played with the most recent version of the game engine, to let new
1540 corrections of the emulation behaviour take effect.)
1542 2002-03-20 src/main.h
1543 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1544 compiling the SDL version on some systems.
1545 Thanks to the several people who pointed this out.
1548 * Version number set to 2.0.2.
1551 * Version 2.0.1 released.
1553 2002-03-18 src/screens.c
1554 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1556 2002-03-18 src/files.c [src/libgame/misc.c]
1557 * Moved some common functions from src/files.c to src/libgame/misc.c.
1559 2002-03-18 src/files.c [src/libgame/misc.c]
1560 * Changed permissions for new directories and saved files (especially
1561 score files) according to suggestions of Debian users and mantainers.
1562 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1564 2002-03-17 src/files.c
1565 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1566 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1567 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1568 for levels and "TAPE" for tapes). Old "cookie" style format is
1569 still supported for reading. New level and tape files are written
1572 * New IFF chunk "VERS" contains version numbers for file and game
1573 (where "game version" is the version of the program that wrote the
1574 file, and "file version" is a version number to distinguish files
1575 with different format, for example after adding new features).
1577 2002-03-15 src/screen.c
1578 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1579 (Before, you heard a mixture of the in-game music and the
1580 hall-of-fame music.)
1582 2002-03-14 src/events.c
1583 * Function "DumpTape()" (files.c) now available by pressing 't' from
1584 main menu (when in DEBUG mode).
1586 2002-03-14 src/game.c
1587 * "GameWon()": When game was won playing a tape, now there is no delay
1588 raising the score and no corresponding sound is played.
1590 2002-03-14 src/files.c
1591 * Changed "LoadTape()" for real chunk support and also adjusted
1592 "SaveTape()" accordingly.
1594 2002-03-14 src/game.c, src/tape.c, src/files.c
1595 * Important changes to tape format: The old tape format stored all
1596 actions with a real effect with a corresponding delay between the
1597 stored actions. This had some major disadvantages (for example,
1598 push delays had to be ignored, pressing a button for some seconds
1599 mutated to several single button presses because of the non-action
1600 delays between two action frames etc.). The new tape format just
1601 stupidly records all device actions and replays them later. I really
1602 don't know why I haven't solved it that way before?! Old-style tapes
1603 (with tape file version less than 2.0) get converted to the new
1604 format on-the-fly when loading and can therefore still be played;
1605 only some minor parts of the old-style tape handling code was needed.
1606 (A perfect conversion is not possible, because there is information
1607 missing about the device actions between two action frames.)
1609 2002-03-14 src/files.c
1610 * New function "DumpTape()" to dump the contents of the current tape
1611 in a human readable format.
1613 2002-03-14 src/game.c
1614 * Small tape bug fixed: When automatically advancing to next level
1615 after a game was won, the tape from the previous level still was
1616 loaded as a tape for the new level.
1618 2002-03-14 src/tape.c
1619 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1620 tape, cartoons did not get completely removed because
1621 StopAnimation() was not called.
1623 2002-03-13 src/files.c
1624 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1625 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1626 size even when using 16-bit elements). Added new chunk "CNT2" for
1627 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1628 chunk even when content was 16-bit element). "CNT2" should now be
1629 able to store content for arbitrary elements (up to eight blocks of
1630 3 x 3 element arrays). All "CNT2" elements will always be stored as
1631 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1633 2002-03-13 src/files.c
1634 * Changed "LoadLevel()" for real chunk support.
1636 2002-03-12 src/game.c
1637 * Fixed problem (introduced after 2.0.0 release) with penguins
1638 not getting killed by enemies
1640 2002-02-24 src/game.c, src/main.h
1641 * Added "player->is_moving"; now "player->last_move_dir" does
1642 not contain any information if the player is just moving at
1644 Before, "player->last_move_dir" was misused for this purpose
1645 for the robot stuff (robots don't kill players when they are
1646 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1647 broke tapes when walking through pipes!
1648 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1649 in a continuous movement. This fact is ignored for friends and