2 * fixed bug with redrawing screen in fullscreen mode after quick tape
3 reloading when using the EMC game engine
6 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
9 * added engine snapshot functionality for instant tape reloading (this
10 only works for the last tape saved using "quick save", and does not
11 work across program restarts, because it completely works in memory)
14 * version number set to 3.2.2
17 * version 3.2.1 released
20 * fixed nasty bugs with handling error message file on Mac OS X systems
23 * general code cleanup (removing many annoying "#if 0" blocks etc.)
26 * fixed bug that caused broken tapes when manually appending to tapes
27 using the "pause before death" functionality, followed by recording
28 * added setup option to disable fading of screens for faster testing
31 * code cleanup of new fading functions
34 * changed behaviour after solved game -- do not immediately stop engine
35 * added some more smooth screen fadings (game start, hall of fame etc.)
38 * fixed bug with displaying pushed CE with value/score/delay anim_mode
41 * added configurable level preview position, tile size and dimensions
42 * added configurable game panel value positions (gems, time, score etc.)
45 * fixed small bug with time displayed incorrectly when collecting CEs
48 * fixed bug with bumpy scrolling with EM engine in double player mode
51 * added compatibility code to fix "Snake Bite" style levels that were
52 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
55 * fixed bug with scrollbars inside editor when using the Windows mouse
56 enhancement tool "True X-Mouse" (which injects key events to the event
57 queue to insert selected stuff into the Windows clipboard, which gets
58 confused with the "Insert" key for jumping to the last editor cascade
59 block in the element list)
60 * added Rocks'n'Diamonds icon for use as window icon to SDL version
61 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
64 * added selection of preferred fullscreen mode to setup / graphics menu
65 (useful if default mode 800 x 600 does not match screen aspect ratio)
68 * improved down-scaling of images for better editor and preview graphics
69 * changed user data directory for Mac OS X from Unix style to new place
72 * improved level number selection in main menu and player selection in
73 setup menu (input devices section) by using standard button gadgets
74 * added support for mouse scroll wheel (caused buggy behaviour before)
75 * added support for scrolling horizontal scrollbars with mouse wheel by
76 holding "Shift" key pressed while scrolling the wheel
77 * added support for single step mouse wheel scrolling by holding "Alt"
78 key pressed while scrolling the wheel (can be combined with "Shift")
79 * changed output file "stderr.txt" on Windows platform now always to be
80 created in the R'n'D sub-directory of the personal documents directory
81 * added Windows message box to direct to "stderr.txt" after error aborts
84 * improved general scrollbar handling (when jump-scrolling scrollbars)
87 * changed scrollbars to always show last line as first after scrolling
88 (that means jumping n - 1 screen lines instead of n screen lines)
91 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
92 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
93 * fixed special handling of vertically stacked acid becoming fake acid
96 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
97 affect multiple instances of the same CE, although this kind of
98 change condition usually only affects one single custom element
101 * version number set to 3.2.1
104 * version 3.2.0 released
107 * reorganized level editor element list a bit to match engines better
110 * fixed newly introduced bug with wrongly initializing clipboard element
113 * fixed bug with displaying visible/invisible level border in editor
116 * reorganized some elements in the level editor element list
119 * fixed bug with displaying any player as "yellow" when moving into acid
120 * fixed bug with displaying running player when player stopped at border
123 * fixed bug with player exploding when moving into acid
124 * fixed bug with level settings being reset in editor and when playing
125 (some compatibility settings being set not only after level loading)
126 * fixed crash bug when number of custom graphic frames was set to zero
127 * fixed bug with teleporting player on walkable tile not working anymore
128 * added partial compatibility support for pre-release-only "CONF" chunk
129 (to make Alan Bond's "color cycle" demo work again :-) )
132 * fixed some bugs when displaying title screens from info screen menu
133 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
136 * changed file major version to 3 to reflect level file format changes
137 * uploaded pre-release (test) version 3.2.0-8 binary and source code
140 * added new chunk "NAME" to level file format for level name settings
141 * added new chunk "NOTE" to level file format for envelope settings
142 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
143 * updated magic(5) file to recognize changed and new level file chunks
144 * removed change events "change when CE value/score changes" as unneeded
147 * changed gravity (which only affects the player) from level property
148 to player property (only makes a difference in multi-player levels)
149 * added change events "change when CE value/score changes"
150 * added change events "change when CE value/score changes of <element>"
153 * added new chunk "INFO" to level file format for global level settings
154 * added all element settings from "HEAD" chunk to "CONF" chunk
155 * added all global level settings from "HEAD" chunk to "INFO" chunk
158 * changed level file format by adding two new chunks "CUSX" (for custom
159 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
160 elements, replacing the previous "GRP1" chunk); these new IFF style
161 chunks use the new and flexible "micro chunks inside chunks" technique
162 already used with the new "CONF" chunk (for normal element properties)
163 which makes it possible to easily extend the existing level format
164 (instead of using fixed-length chunks like before, which are either
165 too big due to reserved bytes for future use, or too small when those
166 reserved bytes have all been used and even more data should be stored,
167 requiring the replacement by new and larger chunks just like it went
168 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
171 * added credits pages to the "credits" section that were really missing
172 * added some missing element descriptions to the level editor
173 * added down position of switchgate switch to the level editor
174 and allowed the use of both switch positions at the same time
175 * changed use of "Insert" and "Delete" keys to navigate element list in
176 level editor to start of previous or next cascading block of elements
179 * added the possibility to view the title screen to the info screen menu
180 * fixed some minor bugs with viewing title screens
183 * fixed bug with title (cross)fading in/out when using fullscreen mode
186 * fixed bug that forced re-defining of menu settings in local graphics
187 config file which are already defined in existing base config file
188 * fixed small bug that caused door sounds playing when music is enabled
191 * added the possibility to define up to five title screens for each
192 level set that are displayed after loading using (cross)fading in/out
193 (this was added to display the various start images of the EMC sets)
196 * added "CE score gets zero [of]" to custom element trigger conditions
197 * added setup option to display element token name in level editor
200 * added compatibility code for Juergen Bonhagen's menu artwork settings
203 * fixed bug with displaying wrong animation frame 0 after CE changes
204 * fixed bug with creating invisible elements when light switch is on
207 * added selection between ECS and AGA graphics for EMC levels to setup
210 * adjusted font handling for various narrow EMC style fonts
213 * changed EM engine behaviour back to re-allow initial rolling springs
216 * fixed handling of over-large selectboxes (less error-prone now)
217 * fixed bug when creating GE with walkable element under the player
220 * added use of "Insert" and "Delete" keys to navigate element list in
221 level editor to start of custom elements or start of group elements
222 * added virtual elements to access CE value and CE score of elements:
223 - "CE value of triggering element"
224 - "CE score of triggering element"
225 - "CE value of current element"
226 - "CE score of current element"
229 * fixed "grass" to "sand" in older EM levels (up to file version V4)
232 * changed behaviour of network games with internal errors (because of
233 different client frame counters) from immediately terminating R'n'D
234 to displaying an error message requester and stopping only the game
235 (also to prevent impression of crashes under non command-line runs)
236 * fixed playing network games with the EMC engine (did not work before)
237 * fixed bug with not scrolling the screen in multi-player mode with the
238 focus on player 1 when all players are moving in different directions
239 * fixed bug with keeping pointer to gadget even after its deallocation
240 * fixed bug with allowing "focus on all players" in network games
241 * fixed bug with player focus when playing tapes from network games
244 * uploaded pre-release (test) version 3.2.0-7 binary and source code
247 * code cleanup for game action control for R'n'D and EMC game engine
250 * fixed bug in multi-player movement with focus on both players
251 * added option to control only the focussed player with all input
254 * added player focus switching to level tape recording and re-playing
257 * fixed some bugs in player focus switching in EMC and RND game engine
260 * added special Supaplex animations for Murphy digging and snapping
261 * added special Supaplex animations for Murphy being bored and sleeping
264 * added four new yam yams with explicit start direction for EMC engine
265 * fixed bug in src/libgame/text.c with printing text outside the window
268 * fixed small bug in EMC level loader (copyright sign in EM II levels)
271 * added delayed ignition of EM style dynamite when used in R'n'D engine
272 * added limited movement range to EMC engine when focus on all players
275 * fixed bug with missing (zero) score values for native Supaplex levels
278 * added "continuous snapping" (snapping many elements while holding the
279 snap key pressed, without releasing the snap key after each element)
280 as a new player setting for more compatibility with the classic games
283 * finished scrolling for "focus on all players" in EMC graphics engine
286 * level sets with "levels: 0" are ignored for levels, but not artwork
287 * fixed bug when scanning empty level group directories (endless loop)
290 * fixed bug with explosion graphic for player using "Murphy" graphic
291 * fixed bug with explosion graphic if player leaves explosion in time
292 * changed some descriptive text in setup menu to use medium-width font
293 * added key shortcut settings for switching player focus to setup menu
296 * fixed bug with random value initialization when recording tapes
297 * fixed bug with playing single player tapes when team mode activated
300 * fixed little bug when trying to switch to player that does not exist
303 * added player switching (visual and quick) to R'n'D and EM game engine
304 * added setup option to select visual or quick in-game player switching
307 * added use of "Home" and "End" keys to handle element list in editor
310 * fixed bug with adding score when playing tape with EMC game engine
311 * added steel wall border for levels using EMC engine without border
312 * finally fixed delayed scrolling in EMC engine also for small levels
315 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
318 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
319 * fixed bug when displaying info element without action, but direction
322 * fixed minor graphical problems with springs smashing and slurping
323 (when using R'n'D style graphics instead of EMC style graphics)
326 * added scroll delay (as configured in setup) to EMC graphics engine
329 * improved screen redraw for EMC graphics engine (faster and smoother)
330 * when not scrolling, do not redraw the whole playfield if not needed
333 * added multi-player mode for EMC game engine (with up to four players)
336 * added android (can clone elements) from EMC engine to R'n'D engine
339 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
342 * added selectbox for initial player speed to player settings in editor
345 * version 3.1.2 created that is basically version 3.1.1, but with a
346 major bug fixed that prevented editing your own private levels
347 * version 3.1.2 released
350 * added magic ball (creates elements) from EMC engine to R'n'D engine
353 * uploaded fixed pre-release version 3.2.0-6 binary and source code
356 * fixed bug when using "CE can leave behind <trigger element>"
357 * added new change condition "(after/when) creation of <element>"
358 * added new change condition "(after/when) digging <element>"
359 * fixed bug accessing invalid gadget that caused crashes under Windows
360 * deactivated new possibility for multiple CE changes per frame
363 * uploaded pre-release (test) version 3.2.0-6 binary and source code
366 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
367 * fixed bug with not keeping CE value for moving CEs with only action
368 * changed CE action selectboxes in editor to be only reset when needed
371 * added option "use artwork from element" for custom player artwork
372 * added option "use explosion from element" for player explosions
375 * added cascaded element lists in the level editor
376 * added persistence for cascaded element lists by "editorcascade.conf"
377 * added dynamic element list with all elements used in current level
378 * added possibility for multiple CE changes per frame (experimental)
381 * uploaded pre-release (test) version 3.2.0-5 binary and source code
384 * changed "score for each 10 seconds/steps left" to "1 second/step"
385 * added own score for collecting "extra time" instead of sharing it
386 * added change events "switched by player" and "player switches <e>"
387 * added change events "snapped by player" and "player snaps <e>"
388 * added "set player artwork: <element choice>" to CE action options
389 * added change event "move of <element>"
392 * added "set player shield: off / normal / deadly" to CE action options
393 * added new player option "use level start element" in level editor
394 to set the correct focus at level start to elements from which the
395 player is created later (this did not work before for cascaded CE
396 changes resulting in creation of the player; it is now also possible
397 to create the player from a yam yam which is smashed at level start)
400 * added "set player speed: frozen (not moving)" to CE action options
401 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
404 * added new player option "block snap field" (enabled by default) to
405 make it possible to show a snapping animation like in Emerald Mine
408 * added dynamic selectboxes to custom element action settings in editor
409 * added "CE value" counter for custom elements (instead of "CE count")
410 * added option to use the last "CE value" after custom element change
411 * added option to use the "CE value" of other elements in CE actions
412 * fixed odd behaviour when pressing time orb in levels w/o time limit
413 * added checkbox "use time orb bug" for older levels that use this bug
416 * added missing configuration settings for the following elements:
417 - EL_TIMEGATE_SWITCH (time of open time gate)
418 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
419 - EL_SHIELD_NORMAL (time of shield duration)
420 - EL_SHIELD_DEADLY (time of shield duration)
421 - EL_EXTRA_TIME (time added to level time)
422 - EL_TIME_ORB_FULL (time added to level time)
425 * added "wind direction" as a movement pattern for custom elements
426 * added initial wind direction for balloon / custom elements to editor
427 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
430 * added parameters for "game of life" and "biomaze" elements to editor
433 * added level file chunk "CONF" for generic level and element settings
436 * uploaded pre-release (test) version 3.2.0-4 binary and source code
439 * skip empty level sets (with "levels: 0"; may be artwork base sets)
440 * added sound action ".page[1]" to ".page[32]" for each CE change page
443 * added image config suffix ".clone_from" to copy whole image settings
444 * fixed bug with invalid ("undefined") CE settings in old level files
447 * fixed graphical bug with smashing elements falling faster than player
450 * fixed major bug which prevented private levels from being edited
451 * fixed bug with precedence of general and special font definitions
454 * fixed graphical bug with player animation when player moves slowly
457 * uploaded pre-release (test) version 3.2.0-3 binary and source code
460 * fixed bug which prevented "global.num_toons: 0" from working
463 * major code cleanup (removed all these annoying "#if 0" blocks)
466 * added custom element actions for CE change page in level editor
469 * fixed music initialization bug in init.c (thanks to David Binderman)
470 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
471 (this bug must probably be fixed at other places, too)
474 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
475 (should be '#include <SDL.h>' instead)
478 * fixed bug which prevented "walkable from no direction" from working
479 (due to compatibility code overwriting this setting after loading)
482 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
485 * version number temporarily set to 3.1.1 (intermediate bugfix release)
486 * version 3.1.1 released
489 * changed some va_arg() arguments from 'long' to 'int', fixing problems
490 on 64-bit architecture systems with LP64 data model
493 * fixed bug with bombs not exploding when hitting the last level line
494 (introduced after the release of 3.1.0)
497 * added support for dumping small-sized level sketches from editor
500 * added recognition of "trigger element" for "change digged element to"
501 (this is not really what the "trigger element" was made for, but its
502 use may seem obvious for leaving back digged elements unchanged)
505 * fixed multiple warnings about failed joystick device initialization
508 * fixed bug with dynamite dropped on top of just dropped custom element
509 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
510 dynamite can still be dropped, but drop key must be released before
513 * fixed bug with wrong start directory when started from file browser
514 (due to this bug, R'n'D could not be started from KDE's Konqueror)
517 * fixed bug causing "change when impact" on player not working
518 * fixed wrong priority of "hitting something" over "hitting <element>"
519 * fixed wrong priority of "hit by something" over "hit by <element>"
522 * fixed graphical bug which caused the player (being Murphy) to show
523 collecting animations although the element was collected by penguin
526 * fixed two bugs causing wrong door background graphics in system.c
527 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
530 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
531 * added "no direction" to "walkable/passable from" selectbox options
534 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
535 * in tape autoplay, not only report broken, but also missing tapes
538 * uploaded pre-release (test) version 3.2.0-2 binary and source code
541 * fixed small bug with "linear" animation not working for active lamp
544 * fixed bug with moving up despite gravity due to "block last field"
545 * fixed small bug with wrong draw offset when typing name in main menu
546 * when reading user names from "passwd", ignore data after first comma
547 * when creating new "levelinfo.conf", only write some selected entries
550 * fixed displaying "imported from/by" on preview with empty string
551 * fixed ignoring draw offset for fonts used for level preview texts
554 * fixed a delay problem with SDL and too many mouse motion events
555 * added setup option "skip levels" and level skipping functionality
558 * added move speed "not moving" for non-moving CEs, but with direction
561 * fixed mapping of obsolete element token names in "editorsetup.conf"
562 * fixed bug with sound "acid.splashing" treated as a loop sound
563 * fixed some little sound bugs in native EM engine
566 * fixed small bug when dragging scrollbars to end positions
569 * added editor element descriptions written by Aaron Davidson
572 * improved fallback handling when configured artwork is not available
573 (now using default artwork instead of exiting when files not found)
576 * fixed bug on level selection screen when dragging scrollbar
579 * fixed bug which caused broken tapes when appending to EM engine tapes
582 * uploaded pre-release (test) version 3.2.0-1 binary and source code
585 * added code to replace changed artwork config tokens with other tokens
586 (needed for backwards compatibility, so that older tokens still work)
589 * added native R'n'D graphics for some new EMC elements in EM engine
592 * fixed some bugs in the EM engine integration code
593 * changed EM engine code to allow diagonal movement
594 * changed EM engine code to allow use of separate snap and drop keys
597 * fixed some redraw bugs when using EM engine
600 * fixed bug with not converting RND levels which are set to use native
601 engine to native level structure when loading
604 * uploaded pre-release (test) version 3.2.0-0 binary and source code
607 * version number set to 3.2.0
610 * level data now reset to defaults after attempt to load invalid file
613 * added use of "editorsetup.conf" for different level sets
616 * added auto-detection for various types of Emerald Mine level files
619 * fixed bug with scrollbars getting too small when list is very large
622 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
625 * added most level editor configuration gadgets for new EMC elements
628 * added more element and graphic definitions for new EMC elements
631 * modified native EM engine to use integrated R'n'D sound system
634 * added SDL support to graphics functions in native EM engine
635 (by always using generic libgame interface functions)
638 * fixed bug in frame synchronization in native EM engine
641 * added code to convert levels between R'n'D and native EM engine
644 * new Emerald Mine engine can now play levels selected in main menu
647 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
648 (which creates scaled down graphics for level editor and preview);
649 there's still a memory leak somewhere in the artwork handling code
650 * added "scale image up" functionality to X11 version of zoom function
653 * first attempts to integrate new, native Emerald Mine Club engine
656 * fixed bug in gadget code which caused reset of CEs in level editor
657 (example: pressing 'b' [grab brush] on CE config page erased values)
658 (solution: check if gadgets in ClickOnGadget() are really mapped)
659 * improved level change detection in editor (settings now also checked)
660 * fixed bug with "can move into acid" and "don't collide with" state
663 * fixed maze runner style CEs to use the configured move delay value
666 * added Aaron Davidson's tutorial level set to the "Tutorials" section
669 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
670 * fixed the above fix because it broke level set "machine" (*sigh*)
671 * fixed random element placement in level editor to work as expected
672 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
675 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
678 * fixed bug (missing array boundary check) which caused broken tapes
679 * fixed bug (when loading level template) which caused broken levels
680 * fixed bug with new block last field code when using non-yellow player
683 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
684 * internal change of how the player blocks the last field when moving
685 * fixed blocking delay of last field for EM and SP style block delay
686 * fixed bug where the player had to wait for the usual move delay after
687 unsuccessfully trying to move, when he directly could move after that
688 * the last two changes should make original Supaplex level 93 solvable
689 * improved use of random number generator to make it less predictable
690 * fixed behaviour of slippery SP elements to let slip left, then right
693 * fixed bug with wrong door state after trying to quickload empty tape
694 * fixed waste of static memory usage of the binary, making it smaller
695 * fixed very little graphical bug in Supaplex explosion
698 * version number set to 3.1.1
701 * version 3.1.0 released
704 * fixed bug with crash when writing user levelinfo.conf the first time
707 * added option "convert LEVELDIR [NR]" to command line batch commands
708 * re-converted Supaplex levels to apply latest engine fixes
709 * changed "use graphic/sound of element" to "use graphic of element"
710 due to compatibility problems with some levels ("bug machine" etc.)
713 * fixed bug with CE change replacing player with same or other player
716 * fixed bug with opaque font in envelope with background graphic when
717 background graphic is not transparent itself
720 * added "gravity on" and "gravity off" ports for Supaplex compatibility
721 * corrected original Supaplex level loading code to use these new ports
722 * also corrected Supaplex loader to auto-count infotrons if set to zero
725 * fixed bug with missing initialization of "modified" flag for GEs
728 * fixed bug that caused endless recursion loop when relocating player
729 * fixed tape recorder bug in "step mode" when using "pause before end"
730 * fixed tape recorder bug when changing from "warp forward" mode
733 * fixed bug with "when touching" for pushed elements at last position
736 * fixed bug that caused two activated toolbox buttons in level editor
737 * fixed bug with exploding dynabomb under player due to other explosion
740 * fixed bug with creating walkable custom element under player (again)
741 * fixed bug with not copying explosion type when copying CEs in editor
742 * fixed graphical bug when drawing player in setup menu (input devices)
743 * fixed graphical bug when the player is pushing an accessible element
744 * fixed bug with classic switchable elements triggering CE changes
745 * fixed bug with entering/leaving walkable element in RelocatePlayer()
746 * fixed crash bug when CE leaves behind the trigger player element
749 * fixed bug with broken tubes after placing/exploding dynamite in them
750 * fixed bug with exploding dynamite under player due to other explosion
751 * fixed bug with not resetting push delay under certain circumstances
754 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
755 * added network multiplayer code for Windows (thanks to Niko Böhm)
758 * added option "reachable despite gravity" for gravity movement
759 * changed gravity movement of most classic walkable and passable
760 elements back to "not reachable" (for compatibility reasons)
763 * fixed (removed) "indestructible" / "can explode" dependency in editor
764 * fixed (removed) "accessible inside" / "protected" dependency
765 * fixed (removed) "step mode" / "shield time" dependency
768 * fixed dynabombs exploding now into anything diggable
769 * fixed Supaplex style gravity movement into buggy base now impossible
770 * added pressing key "space" as valid action to select menu options
773 * added "replace when walkable" to relocate player to walkable element
774 * added "enter"/"leave" event for elements affected by relocation
775 * fixed "direct"/"indirect" change order also for "when change" event
776 * fixed graphical bug when pushing things from elements walkable inside
779 * fixed graphic bug when player is snapping while moving in old levels
780 * fixed bug when a moving custom element leaves a player element behind
781 * fixed bug with mole not disappearing when moving into acid pool
782 * fixed bug with incomplete path setting when using "--basepath" option
783 * moving CE can now leave walkable elements behind under the player
784 * when relocating, player can be set on walkable element now
785 * fixed another gravity movement bug
788 * uploaded pre-release (test) version 3.1.0-2 binary and source code
791 * added "collectible" and "removable" to extended replacement types
792 (where "removable" replaces "diggable" and "collectible" elements)
793 * added "collectible & throwable" (to throw element to the next field)
794 * fixed bug with CEs digging elements that are just about to explode
795 * changed mouse cursor now always being visible when game is paused
798 * added possibility to push/press accessible elements from a side that
800 * fixed bug with not setting actual date when appending to tape
803 * fixed bug with incorrectly initialized custom element editor graphics
806 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
807 - number of levels corrected from 18 to 17 in "levelinfo.conf"
810 * fixed bug with destroyed robot wheel still attracting robots forever
811 * fixed bug with time gate switch deactivating after robot wheel time
812 (while the time gate itself is not affected by this misbehaviour)
813 * changed behaviour of BD style amoeba to always get blocked by player
814 (before it was different when there were non-BD elements in level)
815 * fixed bug with player destroying indestructable elements with shield
818 * added option to make growing elements grow into anything diggable
819 (for the various amoeba types, biomaze and "game of life")
822 * fixed bug with movable elements not moving after left behind by CEs
823 * changed gravity movement to anything diggable, not only sand/base
824 * optionally allowing passing to walkable element, not only empty space
825 * added option "can pass to walkable element" for players
826 * finally fixed gravity movement (hopefully)
829 * fixed bug with movable elements not moving anymore after falling down
832 * fixed another bug with custom elements digging and leaving elements
833 * fixed bug with "along left/right side" and automatic start direction
834 * trigger elements now also displayed when "more custom" deactivated
835 * fixed bug with clipboard element initialized when loading new level
836 * added option "drop delay" to set delay before dropping next element
839 * uploaded pre-release (test) version 3.1.0-1 binary and source code
842 * added copy and paste functions for custom change pages
843 * enhanced graphical display and functionality of tape recorder
844 * fixed bug with custom elements digging and leaving elements
847 * added move speed faster than "very fast" for custom elements
848 * fixed bug with 3+3 style explosions and missing border content
849 * fixed little bug when copying custom elements in the editor
850 * enhanced custom element changes by more side trigger actions
853 * added option "no scrolling when relocating" for instant teleporting
854 * uploaded pre-release (test) version 3.1.0-0 binary and source code
857 * added trigger element and trigger player to use as target elements
858 * added copy and paste functions for custom and group elements
861 * fixed graphical bug when displaying explosion animations
862 * fixed bug when appending to tapes, resulting in broken tapes
863 * re-recorded a few tapes broken by fixing gravity checking bug
866 * "can move into acid" property now for all elements independently
867 * "can fall into acid" property for player stored in same bitfield now
868 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
869 * version number set to 3.1.0 (finally!)
872 * changed tape recording to only record input, not programmed actions
875 * fixed totally broken (every 8th frame skipped) step-by-step recording
876 * fixed bug with requester not displayed when quick-loading interrupted
877 * added option "can fall into acid (with gravity)" for players
878 * fixed bug with player not falling when snapping down with gravity
881 * fixed bug which messed up key config when using keypad number keys
884 * fixed bug which allowed moving upwards even when gravity was active
885 * fixed bug with missing error handling when dumping levels or tapes
888 * added different colored editor graphics for Supaplex gravity tubes
891 * fixed bug that allowed solvable tapes for unsolvable levels
894 * use unlimited number of droppable elements when "count" set to zero
895 * added option to use step limit instead of time limit for level
898 * added player and change page as trigger for custom element change
901 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
904 * fixed bug with dark yamyam changing to acid when moving over acid
905 * fixed handling of levels with more than 999 seconds level time
906 (example: level 76 of "Denmine")
909 * "spring push bug" reintroduced as configurable element property
910 * fixed bug with missing properties for "mole"
911 * fixed bug that showed up when fixing the above "mole" properties bug
912 * added option "can move into acid" for all movable elements
913 * fixed graphical bug for elements moving into acid
914 * changed event handling to handle all pending events before going on
917 * fixed bug which caused all CE change pages to be ignored which had
918 the same change event, but used a different element side
919 (reported by Simon Forsberg)
921 * fixed bug which caused elements that can move and fall and that are
922 transported by a conveyor belt to continue moving into that direction
923 after leaving the conveyor belt, regardless of their own movement
924 type; only elements which can not move are transported now
925 (reported by Simon Forsberg)
927 * fixed bug which could cause an array overflow in RelocatePlayer()
928 (reported by Niko Böhm)
930 * changed Emerald Mine style "passable / over" elements to "protected"
931 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
933 * added new option to select from which side a "walkable/passable"
934 element can be entered
937 * added explosion and ignition delay for elements that can explode
940 * fixed bug which caused player not being protected against enemies
941 when a CE was "walkable / inside" and was not "indestructible"
942 * added "walkable/passable" fields to be "protected/unprotected"
943 against enemies, even if not accessible "inside" but "over/under"
946 * corrected move pattern to 32 bit and initial move direction to 8 bit
949 * added second custom element base configuration page
952 * added some special EMC mappings to Emerald Mine level loader
953 (also covering previously unknown element in level 0 of "Bondmine 8")
956 * added option to block last field when player is moving (for Supaplex)
957 * adjusted push delay of Supaplex elements
958 * removed delays for envelopes etc. when replaying with maximum speed
959 * fixed bug when dropping element on a field that just changed to empty
962 * fixed bug: infotrons can now smash yellow disks
963 * fixed bug: when gravity active, port above player can now be entered
964 * removed "one white dot" mouse pointer which irritated some people
967 * added "choice type" for group element selection
970 * fixed bug with initial invulnerability of non-yellow player
973 * added level loader for loading native Supaplex packed levels
974 (including multi-part levels like the "splvls99" levels)
977 * fixed bug which allowed creating emeralds by escaping explosions
980 * custom elements can change (limited) or leave (unlimited) elements
981 * finally added multiple matches using group elements
982 * added shortcut to dump brush (type ":DB" in editor) for use in forum
985 * added new start movement type "previous" for continued CE movement
986 * added new start movement type "random" for random CE movement start
989 * added new element "sokoban_field_player" needed for Sokoban levels
990 (thanks to Ed Booker for pointing this out!)
993 * added elements that can be digged or left behind by custom elements
996 * added group elements for multiple matches and random element creation
999 * fixed some graphical errors displayed in old levels
1002 * fixed wrong double speed movement after passing closing gates
1005 * added level loader for loading native Emerald Mine levels
1008 * changes for "shooting" style CE movement
1011 * Happy New Year! ;-)
1014 * changed default snap/drop keys from left/right Shift to Control keys
1017 * fixed bug with dead player getting reanimated from custom element
1020 * fixed bug with wrong penguin graphics (when entering exit)
1023 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1026 * version number set to 3.0.9
1029 * version 3.0.8 released
1032 * added function checked_free()
1035 * fixed bug with double nut cracking sound
1036 (by eliminating "default element action sound" assignment in init.c)
1039 * fixed crash when no music info files are available
1042 * fixed boring and sleeping sounds
1045 * added "maze runner" and "maze hunter" movement types
1046 * added extended collision conditions for custom elements
1049 * added warnings for undefined token values in artwork config files
1052 * added menu entry for level set information to the info screen
1055 * fixed bug with wrong default impact sound for colored emeralds
1058 * added several sub-screens for the info screen
1059 * menu text now also clickable (not only blue/red sphere left of it)
1062 * added configurable "bored" and "sleeping" animations for the player
1063 * added "awakening" sound for player when waking up after sleeping
1066 * added "copy" and "exchange" functions for custom elements to editor
1069 * added configurable element animations for info screen
1072 * added configurable music credits for info screen
1075 * finally fixed tape recording when player is created from CE change
1078 * added "editorsetup.conf" for editor element list configuration
1081 * added "musicinfo.conf" for menu and level music configuration
1084 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1085 (that only showed up on Linux, but not on Windows systems)
1088 * fixed turning movement of butterflies and fireflies (no frame reset)
1089 * enhanced sniksnak turning movement (two steps instead of only one)
1092 * version number set to 3.0.8
1095 * version 3.0.7 released
1098 * fixed reset of player animation frame when, for example,
1099 walking, digging or collecting share the same animation
1100 * fixed CE with "deadly when touching" exploding when touching amoeba
1103 * fixed tape recording when player is created from CE element change
1106 * introduced "turning..." action graphic for elements with move delay
1107 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1108 * added turning animations for bug, spaceship and sniksnak
1111 * prevent "extended" changed elements from delay change in same frame
1114 * fixed bug when pushing element that can move away to the side
1115 (like pushing falling elements, but now with moving elements)
1118 * finally fixed serious bug in code for delayed element pushing (again)
1121 * unavailable setup options now marked as "n/a" instead of "off"
1122 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1123 to "true", levels are always played with the latest game engine,
1124 which is desired for levels that are imported from other games; all
1125 other levels are played with the engine version stored in level file
1126 (which is normally the engine version the level was created with)
1129 * fixed serious bug in code for delayed element pushing
1130 * fixed little bug in animation frame selection for pushed elements
1131 * speed-up of reading config file for verbose output
1134 * added configuration option for opening and closing Supaplex exit
1135 * added configuration option for moving up/down animation for Murphy
1136 * fixed incorrectly displayed animation for attacking dragon
1137 * fixed bug with not setting initial gravity for each new game
1138 * fixed bug with teleportation of player by custom element change
1139 * fixed bug with player not getting smashed by rock sometimes
1142 * version number set to 3.0.7
1145 * version 3.0.6 released
1148 * added support for MP3 music for SDL version through SMPEG library
1151 * fixed bug when initializing font graphic structure
1152 * fixed bug with animation mode "pingpong" when using only 1 frame
1153 * fixed bug with extended change target introduced in 3.0.5
1154 * fixed bug where passing over moving element doubles player speed
1155 * fixed bug with elements continuing to move into push direction
1156 * fixed bug with duplicated player when dropping bomb with shield on
1157 * added "switching" event for custom elements ("pressing" only once)
1158 * fixed switching bug (resetting flag when not switching but not idle)
1161 * fixed element tokens for certain file elements with ".active" etc.
1164 * version number set to 3.0.6
1167 * version 3.0.5 released
1170 * now four envelope elements available
1171 * font, background, animation and sound for envelope now configurable
1172 * main menu doors opening/closing animation type now configurable
1175 * active/inactive sides configurable for custom element changes
1176 * new movement type "move when pushed" available for custom elements
1179 * fixed bug in multiple config pages loader code that caused crashes
1182 * enhanced (remaining low-resolution) Supaplex graphics
1185 * version number set to 3.0.5
1188 * version 3.0.4 released
1190 2003-09-12 src/tools.c
1191 * fixed bug in custom definition of crumbled element graphics
1193 2003-09-11 src/files.c
1194 * fixed bug in multiple config pages code that caused crashes
1197 * version number set to 3.0.4
1200 * version 3.0.3 released
1203 * added music to Supaplex classic level set
1205 2003-09-07 src/libgame/misc.c
1206 * added support for loading various music formats through SDL_mixer
1208 2003-09-06 (various source files)
1209 * fixed several nasty bugs that may have caused crashes on some systems
1210 * added envelope content which gets displayed when collecting envelope
1211 * added multiple change event pages for custom elements
1213 2003-08-24 src/game.c
1214 * fixed problem with player animation when snapping and moving
1216 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1217 * fixed problem with flickering when drawing toon animations
1219 2003-08-23 src/libgame/sdl.c
1220 * fixed problem with setting mouse cursor in SDL version in fullscreen
1222 2003-08-23 src/game.c
1223 * fixed bug (missing array boundary check) which could crash the game
1226 * version number set to 3.0.3
1229 * version 3.0.2 released
1231 2003-08-21 src/game.c
1232 * fixed bug with creating inaccessible elements at player position
1234 2003-08-20 src/init.c
1235 * fixed bug with not finding current level artwork directory
1237 2003-08-20 src/files.c
1238 * fixed bug with choosing wrong engine version when playing tapes
1239 * fixed bug with messing up custom element properties in 3.0.0 levels
1242 * version number set to 3.0.2
1245 * version 3.0.1 released
1247 2003-08-17 (no source files affected)
1248 * changed all "classic" PCX image files with 16 colors or less to
1249 256 color (8 bit) storage format, because the Allegro game library
1250 cannot handle PCX files with less than 256 colors (contributed
1251 graphics are not affected and might look wrong in the DOS version)
1253 2003-08-16 src/init.c
1254 * fixed bug which (for example) crashed the level editor when defining
1255 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1256 (only set to default) -- invalid graphics now set to default graphic
1258 2003-08-16 src/init.c
1259 * fixed graphical bug of player digging/collecting/snapping element
1260 when no corresponding graphic/animation is defined for this action,
1261 resulting in player being drawn as EL_EMPTY (which should only be
1262 done to elements being collected, but not to the player)
1264 2003-08-16 src/game.c
1265 * fixed small graphical bug of player not totally moving into exit
1267 2003-08-16 src/libgame/setup.c
1268 * fixed bug with wrong MS-DOS 8.3 filename conversion
1270 2003-08-16 src/tools.c
1271 * fixed bug with invisible mouse cursor when pressing ESC while playing
1273 2003-08-16 (various source files)
1274 * added another 128 custom elements (disabled in editor by default)
1276 2003-08-16 src/editor.c
1277 * fixed NULL string bug causing Solaris to crash in sprintf()
1279 2003-08-16 src/screen.c
1280 * fixed drawing over scrollbar on level selection with custom fonts
1282 2003-08-15 src/game.c
1283 * cleanup of simple sounds / loop sounds / music settings
1285 2003-08-08 (various source files)
1286 * added custom element property for dropping collected elements
1288 2003-08-08 src/conf_gfx.c
1289 * fixed bug with missing graphic for active red disk bomb
1291 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1292 * extended variable "level.gravity" to "level.initial_gravity" and
1293 "game.current_gravity" to prevent level setting from being changed
1294 by playing the level (keeping the runtime value after playing)
1296 * fixed graphics bug when digging element that has 'crumbled' graphic
1297 definition, but not 'diggable' graphic definition
1300 * version number set to 3.0.1
1303 * version 3.0.0 released
1306 * various bug fixes; among others:
1307 - fixed bug with pushing spring over empty space
1308 - fixed bug with leaving tube while placing dynamite
1309 - fixed bug with explosion of smashed penguins
1310 - allow Murphy player graphic in levels with non-Supaplex elements
1314 * I have forgotten to document changes for some time
1317 * pre-release version 2.2.0rc1 released
1320 * version number set to 2.1.2
1323 * version 2.1.1 released
1326 * version number set to 2.1.1
1329 * version 2.1.0 released
1332 * version number set to 2.1.0
1334 2002-04-03 to 2002-05-19 (various source files)
1335 * graphics, sounds and music now fully configurable
1336 * bug fixed that prevented walking through tubes when gravity on
1338 2002-04-02 src/events.c, src/editor.c
1339 * Make Escape key less aggressive when playing or when editing level.
1340 This can be configured as an option in the setup menu. (Default is
1341 "less aggressive" which means "ask user if something can be lost"
1342 when pressing the Escape key.)
1344 2002-04-02 src/screen.c
1345 * Added "graphics setup" screen.
1347 2002-04-01 src/screen.c
1348 * Changed "choose level" setup screen stuff to be more generic (to
1349 make it easier to add more "choose from generic tree" setup screens).
1351 2002-04-01 src/config.c, src/timestamp.h
1352 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1353 automatically gets created by "src/Makefile" and contains an actual
1354 compile-time timestamp to identify development versions of the game).
1356 2002-03-31 src/tape.c, src/events.c
1357 * Added quick game/tape save/load functions to tape stuff which can be
1358 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1359 loads previously recorded tape and directly goes into recording mode
1360 from the end of the tape (therefore appending to the tape).
1362 2002-03-31 src/tape.c
1363 * Added "index mark" function to tape recorder. When playing or
1364 recording, "eject" button changes to "index" button. Setting index
1365 mark is not yet implemented, but pressing index button when playing
1366 allows very quick advancing to end of tape (when normal playing),
1367 very fast forward mode (when playing with normal fast forward) or
1368 very fast reaching of "pause before end of tape" (when playing with
1369 "pause before end" playing mode).
1371 2002-03-30 src/cartoons.c
1372 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1374 2002-03-29 src/screen.c
1375 * Changed setup screen stuff to be more generic (to make it easier
1376 to add more setup screens).
1378 2002-03-23 src/main.c, src/main.h
1379 * Various changes due to the introduction of the new libgame files
1380 "setup.c" and "joystick.c".
1382 2002-03-23 src/files.c
1383 * Generic parts of "src/files.c" (mainly setup and level directory
1384 stuff) moved to new libgame file "src/libgame/setup.c".
1386 2002-03-23 src/joystick.c
1387 * File "src/joystick.c" moved to libgame source tree, with
1388 correspondig changes.
1390 2002-03-22 src/screens.c
1391 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1392 (Wrong level series information displayed when entering main group.)
1394 2002-03-22 src/editor.c
1395 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1397 2002-03-22 src/editor.c
1398 * Changed behaviour of "Escape" key in level editor to be more
1399 intuitive: When in "Element Properties" or "Level Info" mode,
1400 return to "Drawing Mode" instead of leaving the level editor.
1402 2002-03-21 src/game.c, src/editor.c, src/files.c
1403 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1404 gems (emeralds, diamonds, ...) slipping down from normal wall,
1405 steel wall and growing wall (as in E.M.C. style levels). Although
1406 the behaviour of contributed and private levels wasn't changed (due
1407 to the use of "level.game_version"; see previous entry), editing
1408 those levels will (of course) change the behaviour accordingly.
1410 This change seems a bit too hard after thinking about it, because
1411 the EM style behaviour is not the "expected" behaviour (gems would
1412 normally only slip down from "rounded" walls). Therefore this was
1413 now changed to an element property for gem style elements, with the
1414 default setting "off" (which means: no special EM style behaviour).
1415 To fix older converted levels, this flag is set to "on" for pre-2.0
1416 levels that are neither contributed nor private levels.
1418 2002-03-20 src/files.h
1419 * Corrected settings for "level.game_version" depending of level type.
1420 (Contributed and private levels always get played with game engine
1421 version they were created with, while converted levels always get
1422 played with the most recent version of the game engine, to let new
1423 corrections of the emulation behaviour take effect.)
1425 2002-03-20 src/main.h
1426 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1427 compiling the SDL version on some systems.
1428 Thanks to the several people who pointed this out.
1431 * Version number set to 2.0.2.
1434 * Version 2.0.1 released.
1436 2002-03-18 src/screens.c
1437 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1439 2002-03-18 src/files.c [src/libgame/misc.c]
1440 * Moved some common functions from src/files.c to src/libgame/misc.c.
1442 2002-03-18 src/files.c [src/libgame/misc.c]
1443 * Changed permissions for new directories and saved files (especially
1444 score files) according to suggestions of Debian users and mantainers.
1445 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1447 2002-03-17 src/files.c
1448 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1449 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1450 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1451 for levels and "TAPE" for tapes). Old "cookie" style format is
1452 still supported for reading. New level and tape files are written
1455 * New IFF chunk "VERS" contains version numbers for file and game
1456 (where "game version" is the version of the program that wrote the
1457 file, and "file version" is a version number to distinguish files
1458 with different format, for example after adding new features).
1460 2002-03-15 src/screen.c
1461 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1462 (Before, you heard a mixture of the in-game music and the
1463 hall-of-fame music.)
1465 2002-03-14 src/events.c
1466 * Function "DumpTape()" (files.c) now available by pressing 't' from
1467 main menu (when in DEBUG mode).
1469 2002-03-14 src/game.c
1470 * "GameWon()": When game was won playing a tape, now there is no delay
1471 raising the score and no corresponding sound is played.
1473 2002-03-14 src/files.c
1474 * Changed "LoadTape()" for real chunk support and also adjusted
1475 "SaveTape()" accordingly.
1477 2002-03-14 src/game.c, src/tape.c, src/files.c
1478 * Important changes to tape format: The old tape format stored all
1479 actions with a real effect with a corresponding delay between the
1480 stored actions. This had some major disadvantages (for example,
1481 push delays had to be ignored, pressing a button for some seconds
1482 mutated to several single button presses because of the non-action
1483 delays between two action frames etc.). The new tape format just
1484 stupidly records all device actions and replays them later. I really
1485 don't know why I haven't solved it that way before?! Old-style tapes
1486 (with tape file version less than 2.0) get converted to the new
1487 format on-the-fly when loading and can therefore still be played;
1488 only some minor parts of the old-style tape handling code was needed.
1489 (A perfect conversion is not possible, because there is information
1490 missing about the device actions between two action frames.)
1492 2002-03-14 src/files.c
1493 * New function "DumpTape()" to dump the contents of the current tape
1494 in a human readable format.
1496 2002-03-14 src/game.c
1497 * Small tape bug fixed: When automatically advancing to next level
1498 after a game was won, the tape from the previous level still was
1499 loaded as a tape for the new level.
1501 2002-03-14 src/tape.c
1502 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1503 tape, cartoons did not get completely removed because
1504 StopAnimation() was not called.
1506 2002-03-13 src/files.c
1507 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1508 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1509 size even when using 16-bit elements). Added new chunk "CNT2" for
1510 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1511 chunk even when content was 16-bit element). "CNT2" should now be
1512 able to store content for arbitrary elements (up to eight blocks of
1513 3 x 3 element arrays). All "CNT2" elements will always be stored as
1514 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1516 2002-03-13 src/files.c
1517 * Changed "LoadLevel()" for real chunk support.
1519 2002-03-12 src/game.c
1520 * Fixed problem (introduced after 2.0.0 release) with penguins
1521 not getting killed by enemies
1523 2002-02-24 src/game.c, src/main.h
1524 * Added "player->is_moving"; now "player->last_move_dir" does
1525 not contain any information if the player is just moving at
1527 Before, "player->last_move_dir" was misused for this purpose
1528 for the robot stuff (robots don't kill players when they are
1529 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1530 broke tapes when walking through pipes!
1531 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1532 in a continuous movement. This fact is ignored for friends and