2 * fixed another bug with custom elements digging and leaving elements
3 * fixed bug with "along left/right side" and automatic start direction
4 * trigger elements now also displayed when "more custom" deactivated
5 * fixed bug with clipboard element initialized when loading new level
6 * added option "drop delay" to set delay before dropping next element
9 * added copy and paste functions for custom change pages
10 * enhanced graphical display and functionality of tape recorder
11 * fixed bug with custom elements digging and leaving elements
14 * added move speed faster than "very fast" for custom elements
15 * fixed bug with 3+3 style explosions and missing border content
16 * fixed little bug when copying custom elements in the editor
17 * enhanced custom element changes by more side trigger actions
20 * added option "no scrolling when relocating" for instant teleporting
21 * uploaded pre-release (test) version 3.1.0-0 binary and source code
24 * added trigger element and trigger player to use as target elements
25 * added copy and paste functions for custom and group elements
28 * fixed graphical bug when displaying explosion animations
29 * fixed bug when appending to tapes, resulting in broken tapes
30 * re-recorded a few tapes broken by fixing gravity checking bug
33 * "can move into acid" property now for all elements independently
34 * "can fall into acid" property for player stored in same bitfield now
35 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
36 * version number set to 3.1.0 (finally!)
39 * changed tape recording to only record input, not programmed actions
42 * fixed totally broken (every 8th frame skipped) step-by-step recording
43 * fixed bug with requester not displayed when quick-loading interrupted
44 * added option "can fall into acid (with gravity)" for players
45 * fixed bug with player not falling when snapping down with gravity
48 * fixed bug which messed up key config when using keypad number keys
51 * fixed bug which allowed moving upwards even when gravity was active
52 * fixed bug with missing error handling when dumping levels or tapes
55 * added different colored editor graphics for Supaplex gravity tubes
58 * fixed bug that allowed solvable tapes for unsolvable levels
61 * use unlimited number of droppable elements when "count" set to zero
62 * added option to use step limit instead of time limit for level
65 * added player and change page as trigger for custom element change
68 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
71 * fixed bug with dark yamyam changing to acid when moving over acid
72 * fixed handling of levels with more than 999 seconds level time
73 (example: level 76 of "Denmine")
76 * "spring push bug" reintroduced as configurable element property
77 * fixed bug with missing properties for "mole"
78 * fixed bug that showed up when fixing the above "mole" properties bug
79 * added option "can move into acid" for all movable elements
80 * fixed graphical bug for elements moving into acid
81 * changed event handling to handle all pending events before going on
84 * fixed bug which caused all CE change pages to be ignored which had
85 the same change event, but used a different element side
86 (reported by Simon Forsberg)
88 * fixed bug which caused elements that can move and fall and that are
89 transported by a conveyor belt to continue moving into that direction
90 after leaving the conveyor belt, regardless of their own movement
91 type; only elements which can not move are transported now
92 (reported by Simon Forsberg)
94 * fixed bug which could cause an array overflow in RelocatePlayer()
95 (reported by Niko Böhm)
97 * changed Emerald Mine style "passable / over" elements to "protected"
98 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
100 * added new option to select from which side a "walkable/passable"
101 element can be entered
104 * added explosion and ignition delay for elements that can explode
107 * fixed bug which caused player not being protected against enemies
108 when a CE was "walkable / inside" and was not "indestructible"
109 * added "walkable/passable" fields to be "protected/unprotected"
110 against enemies, even if not accessible "inside" but "over/under"
113 * corrected move pattern to 32 bit and initial move direction to 8 bit
116 * added second custom element base configuration page
119 * added some special EMC mappings to Emerald Mine level loader
120 (also covering previously unknown element in level 0 of "Bondmine 8")
123 * added option to block last field when player is moving (for Supaplex)
124 * adjusted push delay of Supaplex elements
125 * removed delays for envelopes etc. when replaying with maximum speed
126 * fixed bug when dropping element on a field that just changed to empty
129 * fixed bug: infotrons can now smash yellow disks
130 * fixed bug: when gravity active, port above player can now be entered
131 * removed "one white dot" mouse pointer which irritated some people
134 * added "choice type" for group element selection
137 * fixed bug with initial invulnerability of non-yellow player
140 * added level loader for loading native Supaplex packed levels
141 (including multi-part levels like the "splvls99" levels)
144 * fixed bug which allowed creating emeralds by escaping explosions
147 * custom elements can change (limited) or leave (unlimited) elements
148 * finally added multiple matches using group elements
149 * added shortcut to dump brush (type ":DB" in editor) for use in forum
152 * added new start movement type "previous" for continued CE movement
153 * added new start movement type "random" for random CE movement start
156 * added new element "sokoban_field_player" needed for Sokoban levels
157 (thanks to Ed Booker for pointing this out!)
160 * added elements that can be digged or left behind by custom elements
163 * added group elements for multiple matches and random element creation
166 * fixed some graphical errors displayed in old levels
169 * fixed wrong double speed movement after passing closing gates
172 * added level loader for loading native Emerald Mine levels
175 * changes for "shooting" style CE movement
178 * Happy New Year! ;-)
181 * changed default snap/drop keys from left/right Shift to Control keys
184 * fixed bug with dead player getting reanimated from custom element
187 * fixed bug with wrong penguin graphics (when entering exit)
190 * fixed bug with wrong "Murphy" graphics (when digging etc.)
193 * version number set to 3.0.9
196 * version 3.0.8 released
199 * added function checked_free()
202 * fixed bug with double nut cracking sound
203 (by eliminating "default element action sound" assignment in init.c)
206 * fixed crash when no music info files are available
209 * fixed boring and sleeping sounds
212 * added "maze runner" and "maze hunter" movement types
213 * added extended collision conditions for custom elements
216 * added warnings for undefined token values in artwork config files
219 * added menu entry for level set information to the info screen
222 * fixed bug with wrong default impact sound for colored emeralds
225 * added several sub-screens for the info screen
226 * menu text now also clickable (not only blue/red sphere left of it)
229 * added configurable "bored" and "sleeping" animations for the player
230 * added "awakening" sound for player when waking up after sleeping
233 * added "copy" and "exchange" functions for custom elements to editor
236 * added configurable element animations for info screen
239 * added configurable music credits for info screen
242 * finally fixed tape recording when player is created from CE change
245 * added "editorsetup.conf" for editor element list configuration
248 * added "musicinfo.conf" for menu and level music configuration
251 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
252 (that only showed up on Linux, but not on Windows systems)
255 * fixed turning movement of butterflies and fireflies (no frame reset)
256 * enhanced sniksnak turning movement (two steps instead of only one)
259 * version number set to 3.0.8
262 * version 3.0.7 released
265 * fixed reset of player animation frame when, for example,
266 walking, digging or collecting share the same animation
267 * fixed CE with "deadly when touching" exploding when touching amoeba
270 * fixed tape recording when player is created from CE element change
273 * introduced "turning..." action graphic for elements with move delay
274 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
275 * added turning animations for bug, spaceship and sniksnak
278 * prevent "extended" changed elements from delay change in same frame
281 * fixed bug when pushing element that can move away to the side
282 (like pushing falling elements, but now with moving elements)
285 * finally fixed serious bug in code for delayed element pushing (again)
288 * unavailable setup options now marked as "n/a" instead of "off"
289 * new boolean directive "latest_engine" for "levelinfo.conf": when set
290 to "true", levels are always played with the latest game engine,
291 which is desired for levels that are imported from other games; all
292 other levels are played with the engine version stored in level file
293 (which is normally the engine version the level was created with)
296 * fixed serious bug in code for delayed element pushing
297 * fixed little bug in animation frame selection for pushed elements
298 * speed-up of reading config file for verbose output
301 * added configuration option for opening and closing Supaplex exit
302 * added configuration option for moving up/down animation for Murphy
303 * fixed incorrectly displayed animation for attacking dragon
304 * fixed bug with not setting initial gravity for each new game
305 * fixed bug with teleportation of player by custom element change
306 * fixed bug with player not getting smashed by rock sometimes
309 * version number set to 3.0.7
312 * version 3.0.6 released
315 * added support for MP3 music for SDL version through SMPEG library
318 * fixed bug when initializing font graphic structure
319 * fixed bug with animation mode "pingpong" when using only 1 frame
320 * fixed bug with extended change target introduced in 3.0.5
321 * fixed bug where passing over moving element doubles player speed
322 * fixed bug with elements continuing to move into push direction
323 * fixed bug with duplicated player when dropping bomb with shield on
324 * added "switching" event for custom elements ("pressing" only once)
325 * fixed switching bug (resetting flag when not switching but not idle)
328 * fixed element tokens for certain file elements with ".active" etc.
331 * version number set to 3.0.6
334 * version 3.0.5 released
337 * now four envelope elements available
338 * font, background, animation and sound for envelope now configurable
339 * main menu doors opening/closing animation type now configurable
342 * active/inactive sides configurable for custom element changes
343 * new movement type "move when pushed" available for custom elements
346 * fixed bug in multiple config pages loader code that caused crashes
349 * enhanced (remaining low-resolution) Supaplex graphics
352 * version number set to 3.0.5
355 * version 3.0.4 released
357 2003-09-12 src/tools.c
358 * fixed bug in custom definition of crumbled element graphics
360 2003-09-11 src/files.c
361 * fixed bug in multiple config pages code that caused crashes
364 * version number set to 3.0.4
367 * version 3.0.3 released
370 * added music to Supaplex classic level set
372 2003-09-07 src/libgame/misc.c
373 * added support for loading various music formats through SDL_mixer
375 2003-09-06 (various source files)
376 * fixed several nasty bugs that may have caused crashes on some systems
377 * added envelope content which gets displayed when collecting envelope
378 * added multiple change event pages for custom elements
380 2003-08-24 src/game.c
381 * fixed problem with player animation when snapping and moving
383 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
384 * fixed problem with flickering when drawing toon animations
386 2003-08-23 src/libgame/sdl.c
387 * fixed problem with setting mouse cursor in SDL version in fullscreen
389 2003-08-23 src/game.c
390 * fixed bug (missing array boundary check) which could crash the game
393 * version number set to 3.0.3
396 * version 3.0.2 released
398 2003-08-21 src/game.c
399 * fixed bug with creating inaccessible elements at player position
401 2003-08-20 src/init.c
402 * fixed bug with not finding current level artwork directory
404 2003-08-20 src/files.c
405 * fixed bug with choosing wrong engine version when playing tapes
406 * fixed bug with messing up custom element properties in 3.0.0 levels
409 * version number set to 3.0.2
412 * version 3.0.1 released
414 2003-08-17 (no source files affected)
415 * changed all "classic" PCX image files with 16 colors or less to
416 256 color (8 bit) storage format, because the Allegro game library
417 cannot handle PCX files with less than 256 colors (contributed
418 graphics are not affected and might look wrong in the DOS version)
420 2003-08-16 src/init.c
421 * fixed bug which (for example) crashed the level editor when defining
422 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
423 (only set to default) -- invalid graphics now set to default graphic
425 2003-08-16 src/init.c
426 * fixed graphical bug of player digging/collecting/snapping element
427 when no corresponding graphic/animation is defined for this action,
428 resulting in player being drawn as EL_EMPTY (which should only be
429 done to elements being collected, but not to the player)
431 2003-08-16 src/game.c
432 * fixed small graphical bug of player not totally moving into exit
434 2003-08-16 src/libgame/setup.c
435 * fixed bug with wrong MS-DOS 8.3 filename conversion
437 2003-08-16 src/tools.c
438 * fixed bug with invisible mouse cursor when pressing ESC while playing
440 2003-08-16 (various source files)
441 * added another 128 custom elements (disabled in editor by default)
443 2003-08-16 src/editor.c
444 * fixed NULL string bug causing Solaris to crash in sprintf()
446 2003-08-16 src/screen.c
447 * fixed drawing over scrollbar on level selection with custom fonts
449 2003-08-15 src/game.c
450 * cleanup of simple sounds / loop sounds / music settings
452 2003-08-08 (various source files)
453 * added custom element property for dropping collected elements
455 2003-08-08 src/conf_gfx.c
456 * fixed bug with missing graphic for active red disk bomb
458 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
459 * extended variable "level.gravity" to "level.initial_gravity" and
460 "game.current_gravity" to prevent level setting from being changed
461 by playing the level (keeping the runtime value after playing)
463 * fixed graphics bug when digging element that has 'crumbled' graphic
464 definition, but not 'diggable' graphic definition
467 * version number set to 3.0.1
470 * version 3.0.0 released
473 * various bug fixes; among others:
474 - fixed bug with pushing spring over empty space
475 - fixed bug with leaving tube while placing dynamite
476 - fixed bug with explosion of smashed penguins
477 - allow Murphy player graphic in levels with non-Supaplex elements
481 * I have forgotten to document changes for some time
484 * pre-release version 2.2.0rc1 released
487 * version number set to 2.1.2
490 * version 2.1.1 released
493 * version number set to 2.1.1
496 * version 2.1.0 released
499 * version number set to 2.1.0
501 2002-04-03 to 2002-05-19 (various source files)
502 * graphics, sounds and music now fully configurable
503 * bug fixed that prevented walking through tubes when gravity on
505 2002-04-02 src/events.c, src/editor.c
506 * Make Escape key less aggressive when playing or when editing level.
507 This can be configured as an option in the setup menu. (Default is
508 "less aggressive" which means "ask user if something can be lost"
509 when pressing the Escape key.)
511 2002-04-02 src/screen.c
512 * Added "graphics setup" screen.
514 2002-04-01 src/screen.c
515 * Changed "choose level" setup screen stuff to be more generic (to
516 make it easier to add more "choose from generic tree" setup screens).
518 2002-04-01 src/config.c, src/timestamp.h
519 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
520 automatically gets created by "src/Makefile" and contains an actual
521 compile-time timestamp to identify development versions of the game).
523 2002-03-31 src/tape.c, src/events.c
524 * Added quick game/tape save/load functions to tape stuff which can be
525 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
526 loads previously recorded tape and directly goes into recording mode
527 from the end of the tape (therefore appending to the tape).
529 2002-03-31 src/tape.c
530 * Added "index mark" function to tape recorder. When playing or
531 recording, "eject" button changes to "index" button. Setting index
532 mark is not yet implemented, but pressing index button when playing
533 allows very quick advancing to end of tape (when normal playing),
534 very fast forward mode (when playing with normal fast forward) or
535 very fast reaching of "pause before end of tape" (when playing with
536 "pause before end" playing mode).
538 2002-03-30 src/cartoons.c
539 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
541 2002-03-29 src/screen.c
542 * Changed setup screen stuff to be more generic (to make it easier
543 to add more setup screens).
545 2002-03-23 src/main.c, src/main.h
546 * Various changes due to the introduction of the new libgame files
547 "setup.c" and "joystick.c".
549 2002-03-23 src/files.c
550 * Generic parts of "src/files.c" (mainly setup and level directory
551 stuff) moved to new libgame file "src/libgame/setup.c".
553 2002-03-23 src/joystick.c
554 * File "src/joystick.c" moved to libgame source tree, with
555 correspondig changes.
557 2002-03-22 src/screens.c
558 * "HandleChooseLevel()": Another bug in level series navigation fixed.
559 (Wrong level series information displayed when entering main group.)
561 2002-03-22 src/editor.c
562 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
564 2002-03-22 src/editor.c
565 * Changed behaviour of "Escape" key in level editor to be more
566 intuitive: When in "Element Properties" or "Level Info" mode,
567 return to "Drawing Mode" instead of leaving the level editor.
569 2002-03-21 src/game.c, src/editor.c, src/files.c
570 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
571 gems (emeralds, diamonds, ...) slipping down from normal wall,
572 steel wall and growing wall (as in E.M.C. style levels). Although
573 the behaviour of contributed and private levels wasn't changed (due
574 to the use of "level.game_version"; see previous entry), editing
575 those levels will (of course) change the behaviour accordingly.
577 This change seems a bit too hard after thinking about it, because
578 the EM style behaviour is not the "expected" behaviour (gems would
579 normally only slip down from "rounded" walls). Therefore this was
580 now changed to an element property for gem style elements, with the
581 default setting "off" (which means: no special EM style behaviour).
582 To fix older converted levels, this flag is set to "on" for pre-2.0
583 levels that are neither contributed nor private levels.
585 2002-03-20 src/files.h
586 * Corrected settings for "level.game_version" depending of level type.
587 (Contributed and private levels always get played with game engine
588 version they were created with, while converted levels always get
589 played with the most recent version of the game engine, to let new
590 corrections of the emulation behaviour take effect.)
592 2002-03-20 src/main.h
593 * Added "#include <time.h>". This seems to be needed by "tape.c" for
594 compiling the SDL version on some systems.
595 Thanks to the several people who pointed this out.
598 * Version number set to 2.0.2.
601 * Version 2.0.1 released.
603 2002-03-18 src/screens.c
604 * "HandleChooseLevel()": Small bug in level series navigation fixed.
606 2002-03-18 src/files.c [src/libgame/misc.c]
607 * Moved some common functions from src/files.c to src/libgame/misc.c.
609 2002-03-18 src/files.c [src/libgame/misc.c]
610 * Changed permissions for new directories and saved files (especially
611 score files) according to suggestions of Debian users and mantainers.
612 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
614 2002-03-17 src/files.c
615 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
616 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
617 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
618 for levels and "TAPE" for tapes). Old "cookie" style format is
619 still supported for reading. New level and tape files are written
622 * New IFF chunk "VERS" contains version numbers for file and game
623 (where "game version" is the version of the program that wrote the
624 file, and "file version" is a version number to distinguish files
625 with different format, for example after adding new features).
627 2002-03-15 src/screen.c
628 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
629 (Before, you heard a mixture of the in-game music and the
632 2002-03-14 src/events.c
633 * Function "DumpTape()" (files.c) now available by pressing 't' from
634 main menu (when in DEBUG mode).
636 2002-03-14 src/game.c
637 * "GameWon()": When game was won playing a tape, now there is no delay
638 raising the score and no corresponding sound is played.
640 2002-03-14 src/files.c
641 * Changed "LoadTape()" for real chunk support and also adjusted
642 "SaveTape()" accordingly.
644 2002-03-14 src/game.c, src/tape.c, src/files.c
645 * Important changes to tape format: The old tape format stored all
646 actions with a real effect with a corresponding delay between the
647 stored actions. This had some major disadvantages (for example,
648 push delays had to be ignored, pressing a button for some seconds
649 mutated to several single button presses because of the non-action
650 delays between two action frames etc.). The new tape format just
651 stupidly records all device actions and replays them later. I really
652 don't know why I haven't solved it that way before?! Old-style tapes
653 (with tape file version less than 2.0) get converted to the new
654 format on-the-fly when loading and can therefore still be played;
655 only some minor parts of the old-style tape handling code was needed.
656 (A perfect conversion is not possible, because there is information
657 missing about the device actions between two action frames.)
659 2002-03-14 src/files.c
660 * New function "DumpTape()" to dump the contents of the current tape
661 in a human readable format.
663 2002-03-14 src/game.c
664 * Small tape bug fixed: When automatically advancing to next level
665 after a game was won, the tape from the previous level still was
666 loaded as a tape for the new level.
668 2002-03-14 src/tape.c
669 * Small graphical bug fixed: When pressing ""Record" or "Play" on
670 tape, cartoons did not get completely removed because
671 StopAnimation() was not called.
673 2002-03-13 src/files.c
674 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
675 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
676 size even when using 16-bit elements). Added new chunk "CNT2" for
677 16-bit amoeba content (previously written in 8-bit field in "HEAD"
678 chunk even when content was 16-bit element). "CNT2" should now be
679 able to store content for arbitrary elements (up to eight blocks of
680 3 x 3 element arrays). All "CNT2" elements will always be stored as
681 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
683 2002-03-13 src/files.c
684 * Changed "LoadLevel()" for real chunk support.
686 2002-03-12 src/game.c
687 * Fixed problem (introduced after 2.0.0 release) with penguins
688 not getting killed by enemies
690 2002-02-24 src/game.c, src/main.h
691 * Added "player->is_moving"; now "player->last_move_dir" does
692 not contain any information if the player is just moving at
694 Before, "player->last_move_dir" was misused for this purpose
695 for the robot stuff (robots don't kill players when they are
696 moving). But setting "player->last_move_dir" to MV_NO_MOVING
697 broke tapes when walking through pipes!
698 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
699 in a continuous movement. This fact is ignored for friends and