2 * added steel text elements for newly supported Diamond Caves II levels
5 * added level file loader for native Diamond Caves II levels
8 * version number set to 3.2.4
11 * version 3.2.3 released
14 * fixed malloc/free bug when updating EMC artwork entries in level list
15 * added workaround (warning and request to quit the current game) when
16 changing elements cause endless recursion loop (which would otherwise
17 freeze the game, causing a crash-like program exit on some systems)
20 * fixed nasty string overflow bug when entering too long envelope text
23 * added feedback sounds for menu navigation "menu.item.activating" and
24 "menu.item.selecting" (for highlighting and executing menu entries)
27 * improved "no scrolling when relocating" to also consider scroll delay
28 (meaning that the player is not automatically centered in this case;
29 this makes it possible to "invisibly" relocate the player to a region
30 of the level playfield which looks the same as the old level region)
31 * fixed bug with not recognizing "main.input.name.align" when active
34 * fixed bug with displaying masked borders over title screens when
35 screen fading is disabled
38 * fixed infinite loop / crash bug when killing the player while having
39 a CE with the setting "kill player X when explosion of <player X>"
40 * added special editor graphic for "char_space" to distinguish it from
41 "empty_space" when editing a level (in-game graphics still the same)
44 * fixed nasty bug with initialization only done for the first player
47 * small change to handle loading empty element/content list micro chunks
50 * uploaded pre-release (test) version 3.2.3-0 binary and source code
53 * some optimizations on startup speed by reducing initial text output
56 * added caching of custom artwork information for faster startup times
59 * fixed graphical bug when using fewer menu entries on level selection
60 screen than usual (with "menu.list_size.LEVELS" directive)
61 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
62 the backbuffer to the backbuffer by error (with identical rectangle)
65 * fixed bug when displaying titlescreen with size less than element tile
66 * fixed bug that caused elements with "change when digging <e>" event
67 to change for _every_ digged element, not only those specified in <e>
68 * fixed bug that caused impact style collision when dropping element one
69 tile over the player that can both fall down and smash players
70 * fixed bug that caused impact style collision when element changed to
71 falling/smashing element over the player immediately after movement
74 * fixed bug that allowed making engine snapshots from the level editor
77 * fixed bugs with player name and current level positions on main screen
80 * added configuration directives for control of title screens:
81 - "title.fade_delay" for fading time
82 - "title.post_delay" for pause between screens (when not crossfading)
83 - "title.auto_delay" to automatically continue after some time
84 these settings can each be overridden by specifying them with titles:
85 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
86 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
87 fading mode can also be specified:
88 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
89 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
90 default is using normal fading for menues and initial title screens,
91 while using cross-fading for level set title screens
92 * fixed bug with background not drawn in Hall of Fame after game was won
95 * added configuration directives for the remaining main menu items
98 * added additional configuration directives for info screen draw offset:
99 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
100 * added additional configuration directives for preview info text
101 * limited mouse wheel sensitive screen area to scrollable screen area
104 * added highlighted menu text entries to menu navigation when selected
107 * fixed bug that prevented player from correctly being created in the
108 top left corner by a custom element change in a level without player
109 * fixed bug that prevented player from being killed when indestructible,
110 non-walkable element is placed on player position by extended change
111 * added configurable menu button, text and input positions to main menu
114 * added page fading effects for remaining info sub-screens
115 * fixed small bug that caused some delays when answering door request
118 * added directives "border.draw_masked.*" for menu/playfield area and
119 door areas to display overlapping/masked borders from "global.border"
122 * fixed bug with CE with move speed "not moving" not being animated
123 * when changing player artwork by CE action, reset animation frame
126 * fixed bug with not unmapping main menu screen gadgets on other screens
127 * fixed bug with un-pausing a paused game by releasing still pressed key
128 * fixed bug with not redrawing screen when toggling to/from fullscreen
129 mode while fast reloading tape (without redrawing playfield contents)
130 * fixed bug with quick-saving tape snapshot despite answering with "no"
133 * version number set to 3.2.3
136 * version 3.2.2 released
139 * fixed bug with redrawing screen in fullscreen mode after quick tape
140 reloading when using the EMC game engine
141 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
144 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
147 * added engine snapshot functionality for instant tape reloading (this
148 only works for the last tape saved using "quick save", and does not
149 work across program restarts, because it completely works in memory)
152 * version number set to 3.2.2
155 * version 3.2.1 released
158 * fixed nasty bugs with handling error message file on Mac OS X systems
161 * general code cleanup (removing many annoying "#if 0" blocks etc.)
164 * fixed bug that caused broken tapes when manually appending to tapes
165 using the "pause before death" functionality, followed by recording
166 * added setup option to disable fading of screens for faster testing
169 * code cleanup of new fading functions
172 * changed behaviour after solved game -- do not immediately stop engine
173 * added some more smooth screen fadings (game start, hall of fame etc.)
176 * fixed bug with displaying pushed CE with value/score/delay anim_mode
179 * added configurable level preview position, tile size and dimensions
180 * added configurable game panel value positions (gems, time, score etc.)
183 * fixed small bug with time displayed incorrectly when collecting CEs
186 * fixed bug with bumpy scrolling with EM engine in double player mode
189 * added compatibility code to fix "Snake Bite" style levels that were
190 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
193 * fixed bug with scrollbars inside editor when using the Windows mouse
194 enhancement tool "True X-Mouse" (which injects key events to the event
195 queue to insert selected stuff into the Windows clipboard, which gets
196 confused with the "Insert" key for jumping to the last editor cascade
197 block in the element list)
198 * added Rocks'n'Diamonds icon for use as window icon to SDL version
199 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
202 * added selection of preferred fullscreen mode to setup / graphics menu
203 (useful if default mode 800 x 600 does not match screen aspect ratio)
206 * improved down-scaling of images for better editor and preview graphics
207 * changed user data directory for Mac OS X from Unix style to new place
210 * improved level number selection in main menu and player selection in
211 setup menu (input devices section) by using standard button gadgets
212 * added support for mouse scroll wheel (caused buggy behaviour before)
213 * added support for scrolling horizontal scrollbars with mouse wheel by
214 holding "Shift" key pressed while scrolling the wheel
215 * added support for single step mouse wheel scrolling by holding "Alt"
216 key pressed while scrolling the wheel (can be combined with "Shift")
217 * changed output file "stderr.txt" on Windows platform now always to be
218 created in the R'n'D sub-directory of the personal documents directory
219 * added Windows message box to direct to "stderr.txt" after error aborts
222 * improved general scrollbar handling (when jump-scrolling scrollbars)
225 * changed scrollbars to always show last line as first after scrolling
226 (that means jumping n - 1 screen lines instead of n screen lines)
229 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
230 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
231 * fixed special handling of vertically stacked acid becoming fake acid
234 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
235 affect multiple instances of the same CE, although this kind of
236 change condition usually only affects one single custom element
239 * version number set to 3.2.1
242 * version 3.2.0 released
245 * reorganized level editor element list a bit to match engines better
248 * fixed newly introduced bug with wrongly initializing clipboard element
251 * fixed bug with displaying visible/invisible level border in editor
254 * reorganized some elements in the level editor element list
257 * fixed bug with displaying any player as "yellow" when moving into acid
258 * fixed bug with displaying running player when player stopped at border
261 * fixed bug with player exploding when moving into acid
262 * fixed bug with level settings being reset in editor and when playing
263 (some compatibility settings being set not only after level loading)
264 * fixed crash bug when number of custom graphic frames was set to zero
265 * fixed bug with teleporting player on walkable tile not working anymore
266 * added partial compatibility support for pre-release-only "CONF" chunk
267 (to make Alan Bond's "color cycle" demo work again :-) )
270 * fixed some bugs when displaying title screens from info screen menu
271 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
274 * changed file major version to 3 to reflect level file format changes
275 * uploaded pre-release (test) version 3.2.0-8 binary and source code
278 * added new chunk "NAME" to level file format for level name settings
279 * added new chunk "NOTE" to level file format for envelope settings
280 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
281 * updated magic(5) file to recognize changed and new level file chunks
282 * removed change events "change when CE value/score changes" as unneeded
285 * changed gravity (which only affects the player) from level property
286 to player property (only makes a difference in multi-player levels)
287 * added change events "change when CE value/score changes"
288 * added change events "change when CE value/score changes of <element>"
291 * added new chunk "INFO" to level file format for global level settings
292 * added all element settings from "HEAD" chunk to "CONF" chunk
293 * added all global level settings from "HEAD" chunk to "INFO" chunk
296 * changed level file format by adding two new chunks "CUSX" (for custom
297 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
298 elements, replacing the previous "GRP1" chunk); these new IFF style
299 chunks use the new and flexible "micro chunks inside chunks" technique
300 already used with the new "CONF" chunk (for normal element properties)
301 which makes it possible to easily extend the existing level format
302 (instead of using fixed-length chunks like before, which are either
303 too big due to reserved bytes for future use, or too small when those
304 reserved bytes have all been used and even more data should be stored,
305 requiring the replacement by new and larger chunks just like it went
306 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
309 * added credits pages to the "credits" section that were really missing
310 * added some missing element descriptions to the level editor
311 * added down position of switchgate switch to the level editor
312 and allowed the use of both switch positions at the same time
313 * changed use of "Insert" and "Delete" keys to navigate element list in
314 level editor to start of previous or next cascading block of elements
317 * added the possibility to view the title screen to the info screen menu
318 * fixed some minor bugs with viewing title screens
321 * fixed bug with title (cross)fading in/out when using fullscreen mode
324 * fixed bug that forced re-defining of menu settings in local graphics
325 config file which are already defined in existing base config file
326 * fixed small bug that caused door sounds playing when music is enabled
329 * added the possibility to define up to five title screens for each
330 level set that are displayed after loading using (cross)fading in/out
331 (this was added to display the various start images of the EMC sets)
334 * added "CE score gets zero [of]" to custom element trigger conditions
335 * added setup option to display element token name in level editor
338 * added compatibility code for Juergen Bonhagen's menu artwork settings
341 * fixed bug with displaying wrong animation frame 0 after CE changes
342 * fixed bug with creating invisible elements when light switch is on
345 * added selection between ECS and AGA graphics for EMC levels to setup
348 * adjusted font handling for various narrow EMC style fonts
351 * changed EM engine behaviour back to re-allow initial rolling springs
354 * fixed handling of over-large selectboxes (less error-prone now)
355 * fixed bug when creating GE with walkable element under the player
358 * added use of "Insert" and "Delete" keys to navigate element list in
359 level editor to start of custom elements or start of group elements
360 * added virtual elements to access CE value and CE score of elements:
361 - "CE value of triggering element"
362 - "CE score of triggering element"
363 - "CE value of current element"
364 - "CE score of current element"
367 * fixed "grass" to "sand" in older EM levels (up to file version V4)
370 * changed behaviour of network games with internal errors (because of
371 different client frame counters) from immediately terminating R'n'D
372 to displaying an error message requester and stopping only the game
373 (also to prevent impression of crashes under non command-line runs)
374 * fixed playing network games with the EMC engine (did not work before)
375 * fixed bug with not scrolling the screen in multi-player mode with the
376 focus on player 1 when all players are moving in different directions
377 * fixed bug with keeping pointer to gadget even after its deallocation
378 * fixed bug with allowing "focus on all players" in network games
379 * fixed bug with player focus when playing tapes from network games
382 * uploaded pre-release (test) version 3.2.0-7 binary and source code
385 * code cleanup for game action control for R'n'D and EMC game engine
388 * fixed bug in multi-player movement with focus on both players
389 * added option to control only the focussed player with all input
392 * added player focus switching to level tape recording and re-playing
395 * fixed some bugs in player focus switching in EMC and RND game engine
398 * added special Supaplex animations for Murphy digging and snapping
399 * added special Supaplex animations for Murphy being bored and sleeping
402 * added four new yam yams with explicit start direction for EMC engine
403 * fixed bug in src/libgame/text.c with printing text outside the window
406 * fixed small bug in EMC level loader (copyright sign in EM II levels)
409 * added delayed ignition of EM style dynamite when used in R'n'D engine
410 * added limited movement range to EMC engine when focus on all players
413 * fixed bug with missing (zero) score values for native Supaplex levels
416 * added "continuous snapping" (snapping many elements while holding the
417 snap key pressed, without releasing the snap key after each element)
418 as a new player setting for more compatibility with the classic games
421 * finished scrolling for "focus on all players" in EMC graphics engine
424 * level sets with "levels: 0" are ignored for levels, but not artwork
425 * fixed bug when scanning empty level group directories (endless loop)
428 * fixed bug with explosion graphic for player using "Murphy" graphic
429 * fixed bug with explosion graphic if player leaves explosion in time
430 * changed some descriptive text in setup menu to use medium-width font
431 * added key shortcut settings for switching player focus to setup menu
434 * fixed bug with random value initialization when recording tapes
435 * fixed bug with playing single player tapes when team mode activated
438 * fixed little bug when trying to switch to player that does not exist
441 * added player switching (visual and quick) to R'n'D and EM game engine
442 * added setup option to select visual or quick in-game player switching
445 * added use of "Home" and "End" keys to handle element list in editor
448 * fixed bug with adding score when playing tape with EMC game engine
449 * added steel wall border for levels using EMC engine without border
450 * finally fixed delayed scrolling in EMC engine also for small levels
453 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
456 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
457 * fixed bug when displaying info element without action, but direction
460 * fixed minor graphical problems with springs smashing and slurping
461 (when using R'n'D style graphics instead of EMC style graphics)
464 * added scroll delay (as configured in setup) to EMC graphics engine
467 * improved screen redraw for EMC graphics engine (faster and smoother)
468 * when not scrolling, do not redraw the whole playfield if not needed
471 * added multi-player mode for EMC game engine (with up to four players)
474 * added android (can clone elements) from EMC engine to R'n'D engine
477 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
480 * added selectbox for initial player speed to player settings in editor
483 * version 3.1.2 created that is basically version 3.1.1, but with a
484 major bug fixed that prevented editing your own private levels
485 * version 3.1.2 released
488 * added magic ball (creates elements) from EMC engine to R'n'D engine
491 * uploaded fixed pre-release version 3.2.0-6 binary and source code
494 * fixed bug when using "CE can leave behind <trigger element>"
495 * added new change condition "(after/when) creation of <element>"
496 * added new change condition "(after/when) digging <element>"
497 * fixed bug accessing invalid gadget that caused crashes under Windows
498 * deactivated new possibility for multiple CE changes per frame
501 * uploaded pre-release (test) version 3.2.0-6 binary and source code
504 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
505 * fixed bug with not keeping CE value for moving CEs with only action
506 * changed CE action selectboxes in editor to be only reset when needed
509 * added option "use artwork from element" for custom player artwork
510 * added option "use explosion from element" for player explosions
513 * added cascaded element lists in the level editor
514 * added persistence for cascaded element lists by "editorcascade.conf"
515 * added dynamic element list with all elements used in current level
516 * added possibility for multiple CE changes per frame (experimental)
519 * uploaded pre-release (test) version 3.2.0-5 binary and source code
522 * changed "score for each 10 seconds/steps left" to "1 second/step"
523 * added own score for collecting "extra time" instead of sharing it
524 * added change events "switched by player" and "player switches <e>"
525 * added change events "snapped by player" and "player snaps <e>"
526 * added "set player artwork: <element choice>" to CE action options
527 * added change event "move of <element>"
530 * added "set player shield: off / normal / deadly" to CE action options
531 * added new player option "use level start element" in level editor
532 to set the correct focus at level start to elements from which the
533 player is created later (this did not work before for cascaded CE
534 changes resulting in creation of the player; it is now also possible
535 to create the player from a yam yam which is smashed at level start)
538 * added "set player speed: frozen (not moving)" to CE action options
539 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
542 * added new player option "block snap field" (enabled by default) to
543 make it possible to show a snapping animation like in Emerald Mine
546 * added dynamic selectboxes to custom element action settings in editor
547 * added "CE value" counter for custom elements (instead of "CE count")
548 * added option to use the last "CE value" after custom element change
549 * added option to use the "CE value" of other elements in CE actions
550 * fixed odd behaviour when pressing time orb in levels w/o time limit
551 * added checkbox "use time orb bug" for older levels that use this bug
554 * added missing configuration settings for the following elements:
555 - EL_TIMEGATE_SWITCH (time of open time gate)
556 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
557 - EL_SHIELD_NORMAL (time of shield duration)
558 - EL_SHIELD_DEADLY (time of shield duration)
559 - EL_EXTRA_TIME (time added to level time)
560 - EL_TIME_ORB_FULL (time added to level time)
563 * added "wind direction" as a movement pattern for custom elements
564 * added initial wind direction for balloon / custom elements to editor
565 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
568 * added parameters for "game of life" and "biomaze" elements to editor
571 * added level file chunk "CONF" for generic level and element settings
574 * uploaded pre-release (test) version 3.2.0-4 binary and source code
577 * skip empty level sets (with "levels: 0"; may be artwork base sets)
578 * added sound action ".page[1]" to ".page[32]" for each CE change page
581 * added image config suffix ".clone_from" to copy whole image settings
582 * fixed bug with invalid ("undefined") CE settings in old level files
585 * fixed graphical bug with smashing elements falling faster than player
588 * fixed major bug which prevented private levels from being edited
589 * fixed bug with precedence of general and special font definitions
592 * fixed graphical bug with player animation when player moves slowly
595 * uploaded pre-release (test) version 3.2.0-3 binary and source code
598 * fixed bug which prevented "global.num_toons: 0" from working
601 * major code cleanup (removed all these annoying "#if 0" blocks)
604 * added custom element actions for CE change page in level editor
607 * fixed music initialization bug in init.c (thanks to David Binderman)
608 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
609 (this bug must probably be fixed at other places, too)
612 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
613 (should be '#include <SDL.h>' instead)
616 * fixed bug which prevented "walkable from no direction" from working
617 (due to compatibility code overwriting this setting after loading)
620 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
623 * version number temporarily set to 3.1.1 (intermediate bugfix release)
624 * version 3.1.1 released
627 * changed some va_arg() arguments from 'long' to 'int', fixing problems
628 on 64-bit architecture systems with LP64 data model
631 * fixed bug with bombs not exploding when hitting the last level line
632 (introduced after the release of 3.1.0)
635 * added support for dumping small-sized level sketches from editor
638 * added recognition of "trigger element" for "change digged element to"
639 (this is not really what the "trigger element" was made for, but its
640 use may seem obvious for leaving back digged elements unchanged)
643 * fixed multiple warnings about failed joystick device initialization
646 * fixed bug with dynamite dropped on top of just dropped custom element
647 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
648 dynamite can still be dropped, but drop key must be released before
651 * fixed bug with wrong start directory when started from file browser
652 (due to this bug, R'n'D could not be started from KDE's Konqueror)
655 * fixed bug causing "change when impact" on player not working
656 * fixed wrong priority of "hitting something" over "hitting <element>"
657 * fixed wrong priority of "hit by something" over "hit by <element>"
660 * fixed graphical bug which caused the player (being Murphy) to show
661 collecting animations although the element was collected by penguin
664 * fixed two bugs causing wrong door background graphics in system.c
665 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
668 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
669 * added "no direction" to "walkable/passable from" selectbox options
672 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
673 * in tape autoplay, not only report broken, but also missing tapes
676 * uploaded pre-release (test) version 3.2.0-2 binary and source code
679 * fixed small bug with "linear" animation not working for active lamp
682 * fixed bug with moving up despite gravity due to "block last field"
683 * fixed small bug with wrong draw offset when typing name in main menu
684 * when reading user names from "passwd", ignore data after first comma
685 * when creating new "levelinfo.conf", only write some selected entries
688 * fixed displaying "imported from/by" on preview with empty string
689 * fixed ignoring draw offset for fonts used for level preview texts
692 * fixed a delay problem with SDL and too many mouse motion events
693 * added setup option "skip levels" and level skipping functionality
696 * added move speed "not moving" for non-moving CEs, but with direction
699 * fixed mapping of obsolete element token names in "editorsetup.conf"
700 * fixed bug with sound "acid.splashing" treated as a loop sound
701 * fixed some little sound bugs in native EM engine
704 * fixed small bug when dragging scrollbars to end positions
707 * added editor element descriptions written by Aaron Davidson
710 * improved fallback handling when configured artwork is not available
711 (now using default artwork instead of exiting when files not found)
714 * fixed bug on level selection screen when dragging scrollbar
717 * fixed bug which caused broken tapes when appending to EM engine tapes
720 * uploaded pre-release (test) version 3.2.0-1 binary and source code
723 * added code to replace changed artwork config tokens with other tokens
724 (needed for backwards compatibility, so that older tokens still work)
727 * added native R'n'D graphics for some new EMC elements in EM engine
730 * fixed some bugs in the EM engine integration code
731 * changed EM engine code to allow diagonal movement
732 * changed EM engine code to allow use of separate snap and drop keys
735 * fixed some redraw bugs when using EM engine
738 * fixed bug with not converting RND levels which are set to use native
739 engine to native level structure when loading
742 * uploaded pre-release (test) version 3.2.0-0 binary and source code
745 * version number set to 3.2.0
748 * level data now reset to defaults after attempt to load invalid file
751 * added use of "editorsetup.conf" for different level sets
754 * added auto-detection for various types of Emerald Mine level files
757 * fixed bug with scrollbars getting too small when list is very large
760 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
763 * added most level editor configuration gadgets for new EMC elements
766 * added more element and graphic definitions for new EMC elements
769 * modified native EM engine to use integrated R'n'D sound system
772 * added SDL support to graphics functions in native EM engine
773 (by always using generic libgame interface functions)
776 * fixed bug in frame synchronization in native EM engine
779 * added code to convert levels between R'n'D and native EM engine
782 * new Emerald Mine engine can now play levels selected in main menu
785 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
786 (which creates scaled down graphics for level editor and preview);
787 there's still a memory leak somewhere in the artwork handling code
788 * added "scale image up" functionality to X11 version of zoom function
791 * first attempts to integrate new, native Emerald Mine Club engine
794 * fixed bug in gadget code which caused reset of CEs in level editor
795 (example: pressing 'b' [grab brush] on CE config page erased values)
796 (solution: check if gadgets in ClickOnGadget() are really mapped)
797 * improved level change detection in editor (settings now also checked)
798 * fixed bug with "can move into acid" and "don't collide with" state
801 * fixed maze runner style CEs to use the configured move delay value
804 * added Aaron Davidson's tutorial level set to the "Tutorials" section
807 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
808 * fixed the above fix because it broke level set "machine" (*sigh*)
809 * fixed random element placement in level editor to work as expected
810 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
813 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
816 * fixed bug (missing array boundary check) which caused broken tapes
817 * fixed bug (when loading level template) which caused broken levels
818 * fixed bug with new block last field code when using non-yellow player
821 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
822 * internal change of how the player blocks the last field when moving
823 * fixed blocking delay of last field for EM and SP style block delay
824 * fixed bug where the player had to wait for the usual move delay after
825 unsuccessfully trying to move, when he directly could move after that
826 * the last two changes should make original Supaplex level 93 solvable
827 * improved use of random number generator to make it less predictable
828 * fixed behaviour of slippery SP elements to let slip left, then right
831 * fixed bug with wrong door state after trying to quickload empty tape
832 * fixed waste of static memory usage of the binary, making it smaller
833 * fixed very little graphical bug in Supaplex explosion
836 * version number set to 3.1.1
839 * version 3.1.0 released
842 * fixed bug with crash when writing user levelinfo.conf the first time
845 * added option "convert LEVELDIR [NR]" to command line batch commands
846 * re-converted Supaplex levels to apply latest engine fixes
847 * changed "use graphic/sound of element" to "use graphic of element"
848 due to compatibility problems with some levels ("bug machine" etc.)
851 * fixed bug with CE change replacing player with same or other player
854 * fixed bug with opaque font in envelope with background graphic when
855 background graphic is not transparent itself
858 * added "gravity on" and "gravity off" ports for Supaplex compatibility
859 * corrected original Supaplex level loading code to use these new ports
860 * also corrected Supaplex loader to auto-count infotrons if set to zero
863 * fixed bug with missing initialization of "modified" flag for GEs
866 * fixed bug that caused endless recursion loop when relocating player
867 * fixed tape recorder bug in "step mode" when using "pause before end"
868 * fixed tape recorder bug when changing from "warp forward" mode
871 * fixed bug with "when touching" for pushed elements at last position
874 * fixed bug that caused two activated toolbox buttons in level editor
875 * fixed bug with exploding dynabomb under player due to other explosion
878 * fixed bug with creating walkable custom element under player (again)
879 * fixed bug with not copying explosion type when copying CEs in editor
880 * fixed graphical bug when drawing player in setup menu (input devices)
881 * fixed graphical bug when the player is pushing an accessible element
882 * fixed bug with classic switchable elements triggering CE changes
883 * fixed bug with entering/leaving walkable element in RelocatePlayer()
884 * fixed crash bug when CE leaves behind the trigger player element
887 * fixed bug with broken tubes after placing/exploding dynamite in them
888 * fixed bug with exploding dynamite under player due to other explosion
889 * fixed bug with not resetting push delay under certain circumstances
892 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
893 * added network multiplayer code for Windows (thanks to Niko Böhm)
896 * added option "reachable despite gravity" for gravity movement
897 * changed gravity movement of most classic walkable and passable
898 elements back to "not reachable" (for compatibility reasons)
901 * fixed (removed) "indestructible" / "can explode" dependency in editor
902 * fixed (removed) "accessible inside" / "protected" dependency
903 * fixed (removed) "step mode" / "shield time" dependency
906 * fixed dynabombs exploding now into anything diggable
907 * fixed Supaplex style gravity movement into buggy base now impossible
908 * added pressing key "space" as valid action to select menu options
911 * added "replace when walkable" to relocate player to walkable element
912 * added "enter"/"leave" event for elements affected by relocation
913 * fixed "direct"/"indirect" change order also for "when change" event
914 * fixed graphical bug when pushing things from elements walkable inside
917 * fixed graphic bug when player is snapping while moving in old levels
918 * fixed bug when a moving custom element leaves a player element behind
919 * fixed bug with mole not disappearing when moving into acid pool
920 * fixed bug with incomplete path setting when using "--basepath" option
921 * moving CE can now leave walkable elements behind under the player
922 * when relocating, player can be set on walkable element now
923 * fixed another gravity movement bug
926 * uploaded pre-release (test) version 3.1.0-2 binary and source code
929 * added "collectible" and "removable" to extended replacement types
930 (where "removable" replaces "diggable" and "collectible" elements)
931 * added "collectible & throwable" (to throw element to the next field)
932 * fixed bug with CEs digging elements that are just about to explode
933 * changed mouse cursor now always being visible when game is paused
936 * added possibility to push/press accessible elements from a side that
938 * fixed bug with not setting actual date when appending to tape
941 * fixed bug with incorrectly initialized custom element editor graphics
944 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
945 - number of levels corrected from 18 to 17 in "levelinfo.conf"
948 * fixed bug with destroyed robot wheel still attracting robots forever
949 * fixed bug with time gate switch deactivating after robot wheel time
950 (while the time gate itself is not affected by this misbehaviour)
951 * changed behaviour of BD style amoeba to always get blocked by player
952 (before it was different when there were non-BD elements in level)
953 * fixed bug with player destroying indestructable elements with shield
956 * added option to make growing elements grow into anything diggable
957 (for the various amoeba types, biomaze and "game of life")
960 * fixed bug with movable elements not moving after left behind by CEs
961 * changed gravity movement to anything diggable, not only sand/base
962 * optionally allowing passing to walkable element, not only empty space
963 * added option "can pass to walkable element" for players
964 * finally fixed gravity movement (hopefully)
967 * fixed bug with movable elements not moving anymore after falling down
970 * fixed another bug with custom elements digging and leaving elements
971 * fixed bug with "along left/right side" and automatic start direction
972 * trigger elements now also displayed when "more custom" deactivated
973 * fixed bug with clipboard element initialized when loading new level
974 * added option "drop delay" to set delay before dropping next element
977 * uploaded pre-release (test) version 3.1.0-1 binary and source code
980 * added copy and paste functions for custom change pages
981 * enhanced graphical display and functionality of tape recorder
982 * fixed bug with custom elements digging and leaving elements
985 * added move speed faster than "very fast" for custom elements
986 * fixed bug with 3+3 style explosions and missing border content
987 * fixed little bug when copying custom elements in the editor
988 * enhanced custom element changes by more side trigger actions
991 * added option "no scrolling when relocating" for instant teleporting
992 * uploaded pre-release (test) version 3.1.0-0 binary and source code
995 * added trigger element and trigger player to use as target elements
996 * added copy and paste functions for custom and group elements
999 * fixed graphical bug when displaying explosion animations
1000 * fixed bug when appending to tapes, resulting in broken tapes
1001 * re-recorded a few tapes broken by fixing gravity checking bug
1004 * "can move into acid" property now for all elements independently
1005 * "can fall into acid" property for player stored in same bitfield now
1006 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1007 * version number set to 3.1.0 (finally!)
1010 * changed tape recording to only record input, not programmed actions
1013 * fixed totally broken (every 8th frame skipped) step-by-step recording
1014 * fixed bug with requester not displayed when quick-loading interrupted
1015 * added option "can fall into acid (with gravity)" for players
1016 * fixed bug with player not falling when snapping down with gravity
1019 * fixed bug which messed up key config when using keypad number keys
1022 * fixed bug which allowed moving upwards even when gravity was active
1023 * fixed bug with missing error handling when dumping levels or tapes
1026 * added different colored editor graphics for Supaplex gravity tubes
1029 * fixed bug that allowed solvable tapes for unsolvable levels
1032 * use unlimited number of droppable elements when "count" set to zero
1033 * added option to use step limit instead of time limit for level
1036 * added player and change page as trigger for custom element change
1039 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1042 * fixed bug with dark yamyam changing to acid when moving over acid
1043 * fixed handling of levels with more than 999 seconds level time
1044 (example: level 76 of "Denmine")
1047 * "spring push bug" reintroduced as configurable element property
1048 * fixed bug with missing properties for "mole"
1049 * fixed bug that showed up when fixing the above "mole" properties bug
1050 * added option "can move into acid" for all movable elements
1051 * fixed graphical bug for elements moving into acid
1052 * changed event handling to handle all pending events before going on
1055 * fixed bug which caused all CE change pages to be ignored which had
1056 the same change event, but used a different element side
1057 (reported by Simon Forsberg)
1059 * fixed bug which caused elements that can move and fall and that are
1060 transported by a conveyor belt to continue moving into that direction
1061 after leaving the conveyor belt, regardless of their own movement
1062 type; only elements which can not move are transported now
1063 (reported by Simon Forsberg)
1065 * fixed bug which could cause an array overflow in RelocatePlayer()
1066 (reported by Niko Böhm)
1068 * changed Emerald Mine style "passable / over" elements to "protected"
1069 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1071 * added new option to select from which side a "walkable/passable"
1072 element can be entered
1075 * added explosion and ignition delay for elements that can explode
1078 * fixed bug which caused player not being protected against enemies
1079 when a CE was "walkable / inside" and was not "indestructible"
1080 * added "walkable/passable" fields to be "protected/unprotected"
1081 against enemies, even if not accessible "inside" but "over/under"
1084 * corrected move pattern to 32 bit and initial move direction to 8 bit
1087 * added second custom element base configuration page
1090 * added some special EMC mappings to Emerald Mine level loader
1091 (also covering previously unknown element in level 0 of "Bondmine 8")
1094 * added option to block last field when player is moving (for Supaplex)
1095 * adjusted push delay of Supaplex elements
1096 * removed delays for envelopes etc. when replaying with maximum speed
1097 * fixed bug when dropping element on a field that just changed to empty
1100 * fixed bug: infotrons can now smash yellow disks
1101 * fixed bug: when gravity active, port above player can now be entered
1102 * removed "one white dot" mouse pointer which irritated some people
1105 * added "choice type" for group element selection
1108 * fixed bug with initial invulnerability of non-yellow player
1111 * added level loader for loading native Supaplex packed levels
1112 (including multi-part levels like the "splvls99" levels)
1115 * fixed bug which allowed creating emeralds by escaping explosions
1118 * custom elements can change (limited) or leave (unlimited) elements
1119 * finally added multiple matches using group elements
1120 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1123 * added new start movement type "previous" for continued CE movement
1124 * added new start movement type "random" for random CE movement start
1127 * added new element "sokoban_field_player" needed for Sokoban levels
1128 (thanks to Ed Booker for pointing this out!)
1131 * added elements that can be digged or left behind by custom elements
1134 * added group elements for multiple matches and random element creation
1137 * fixed some graphical errors displayed in old levels
1140 * fixed wrong double speed movement after passing closing gates
1143 * added level loader for loading native Emerald Mine levels
1146 * changes for "shooting" style CE movement
1149 * Happy New Year! ;-)
1152 * changed default snap/drop keys from left/right Shift to Control keys
1155 * fixed bug with dead player getting reanimated from custom element
1158 * fixed bug with wrong penguin graphics (when entering exit)
1161 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1164 * version number set to 3.0.9
1167 * version 3.0.8 released
1170 * added function checked_free()
1173 * fixed bug with double nut cracking sound
1174 (by eliminating "default element action sound" assignment in init.c)
1177 * fixed crash when no music info files are available
1180 * fixed boring and sleeping sounds
1183 * added "maze runner" and "maze hunter" movement types
1184 * added extended collision conditions for custom elements
1187 * added warnings for undefined token values in artwork config files
1190 * added menu entry for level set information to the info screen
1193 * fixed bug with wrong default impact sound for colored emeralds
1196 * added several sub-screens for the info screen
1197 * menu text now also clickable (not only blue/red sphere left of it)
1200 * added configurable "bored" and "sleeping" animations for the player
1201 * added "awakening" sound for player when waking up after sleeping
1204 * added "copy" and "exchange" functions for custom elements to editor
1207 * added configurable element animations for info screen
1210 * added configurable music credits for info screen
1213 * finally fixed tape recording when player is created from CE change
1216 * added "editorsetup.conf" for editor element list configuration
1219 * added "musicinfo.conf" for menu and level music configuration
1222 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1223 (that only showed up on Linux, but not on Windows systems)
1226 * fixed turning movement of butterflies and fireflies (no frame reset)
1227 * enhanced sniksnak turning movement (two steps instead of only one)
1230 * version number set to 3.0.8
1233 * version 3.0.7 released
1236 * fixed reset of player animation frame when, for example,
1237 walking, digging or collecting share the same animation
1238 * fixed CE with "deadly when touching" exploding when touching amoeba
1241 * fixed tape recording when player is created from CE element change
1244 * introduced "turning..." action graphic for elements with move delay
1245 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1246 * added turning animations for bug, spaceship and sniksnak
1249 * prevent "extended" changed elements from delay change in same frame
1252 * fixed bug when pushing element that can move away to the side
1253 (like pushing falling elements, but now with moving elements)
1256 * finally fixed serious bug in code for delayed element pushing (again)
1259 * unavailable setup options now marked as "n/a" instead of "off"
1260 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1261 to "true", levels are always played with the latest game engine,
1262 which is desired for levels that are imported from other games; all
1263 other levels are played with the engine version stored in level file
1264 (which is normally the engine version the level was created with)
1267 * fixed serious bug in code for delayed element pushing
1268 * fixed little bug in animation frame selection for pushed elements
1269 * speed-up of reading config file for verbose output
1272 * added configuration option for opening and closing Supaplex exit
1273 * added configuration option for moving up/down animation for Murphy
1274 * fixed incorrectly displayed animation for attacking dragon
1275 * fixed bug with not setting initial gravity for each new game
1276 * fixed bug with teleportation of player by custom element change
1277 * fixed bug with player not getting smashed by rock sometimes
1280 * version number set to 3.0.7
1283 * version 3.0.6 released
1286 * added support for MP3 music for SDL version through SMPEG library
1289 * fixed bug when initializing font graphic structure
1290 * fixed bug with animation mode "pingpong" when using only 1 frame
1291 * fixed bug with extended change target introduced in 3.0.5
1292 * fixed bug where passing over moving element doubles player speed
1293 * fixed bug with elements continuing to move into push direction
1294 * fixed bug with duplicated player when dropping bomb with shield on
1295 * added "switching" event for custom elements ("pressing" only once)
1296 * fixed switching bug (resetting flag when not switching but not idle)
1299 * fixed element tokens for certain file elements with ".active" etc.
1302 * version number set to 3.0.6
1305 * version 3.0.5 released
1308 * now four envelope elements available
1309 * font, background, animation and sound for envelope now configurable
1310 * main menu doors opening/closing animation type now configurable
1313 * active/inactive sides configurable for custom element changes
1314 * new movement type "move when pushed" available for custom elements
1317 * fixed bug in multiple config pages loader code that caused crashes
1320 * enhanced (remaining low-resolution) Supaplex graphics
1323 * version number set to 3.0.5
1326 * version 3.0.4 released
1328 2003-09-12 src/tools.c
1329 * fixed bug in custom definition of crumbled element graphics
1331 2003-09-11 src/files.c
1332 * fixed bug in multiple config pages code that caused crashes
1335 * version number set to 3.0.4
1338 * version 3.0.3 released
1341 * added music to Supaplex classic level set
1343 2003-09-07 src/libgame/misc.c
1344 * added support for loading various music formats through SDL_mixer
1346 2003-09-06 (various source files)
1347 * fixed several nasty bugs that may have caused crashes on some systems
1348 * added envelope content which gets displayed when collecting envelope
1349 * added multiple change event pages for custom elements
1351 2003-08-24 src/game.c
1352 * fixed problem with player animation when snapping and moving
1354 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1355 * fixed problem with flickering when drawing toon animations
1357 2003-08-23 src/libgame/sdl.c
1358 * fixed problem with setting mouse cursor in SDL version in fullscreen
1360 2003-08-23 src/game.c
1361 * fixed bug (missing array boundary check) which could crash the game
1364 * version number set to 3.0.3
1367 * version 3.0.2 released
1369 2003-08-21 src/game.c
1370 * fixed bug with creating inaccessible elements at player position
1372 2003-08-20 src/init.c
1373 * fixed bug with not finding current level artwork directory
1375 2003-08-20 src/files.c
1376 * fixed bug with choosing wrong engine version when playing tapes
1377 * fixed bug with messing up custom element properties in 3.0.0 levels
1380 * version number set to 3.0.2
1383 * version 3.0.1 released
1385 2003-08-17 (no source files affected)
1386 * changed all "classic" PCX image files with 16 colors or less to
1387 256 color (8 bit) storage format, because the Allegro game library
1388 cannot handle PCX files with less than 256 colors (contributed
1389 graphics are not affected and might look wrong in the DOS version)
1391 2003-08-16 src/init.c
1392 * fixed bug which (for example) crashed the level editor when defining
1393 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1394 (only set to default) -- invalid graphics now set to default graphic
1396 2003-08-16 src/init.c
1397 * fixed graphical bug of player digging/collecting/snapping element
1398 when no corresponding graphic/animation is defined for this action,
1399 resulting in player being drawn as EL_EMPTY (which should only be
1400 done to elements being collected, but not to the player)
1402 2003-08-16 src/game.c
1403 * fixed small graphical bug of player not totally moving into exit
1405 2003-08-16 src/libgame/setup.c
1406 * fixed bug with wrong MS-DOS 8.3 filename conversion
1408 2003-08-16 src/tools.c
1409 * fixed bug with invisible mouse cursor when pressing ESC while playing
1411 2003-08-16 (various source files)
1412 * added another 128 custom elements (disabled in editor by default)
1414 2003-08-16 src/editor.c
1415 * fixed NULL string bug causing Solaris to crash in sprintf()
1417 2003-08-16 src/screen.c
1418 * fixed drawing over scrollbar on level selection with custom fonts
1420 2003-08-15 src/game.c
1421 * cleanup of simple sounds / loop sounds / music settings
1423 2003-08-08 (various source files)
1424 * added custom element property for dropping collected elements
1426 2003-08-08 src/conf_gfx.c
1427 * fixed bug with missing graphic for active red disk bomb
1429 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1430 * extended variable "level.gravity" to "level.initial_gravity" and
1431 "game.current_gravity" to prevent level setting from being changed
1432 by playing the level (keeping the runtime value after playing)
1434 * fixed graphics bug when digging element that has 'crumbled' graphic
1435 definition, but not 'diggable' graphic definition
1438 * version number set to 3.0.1
1441 * version 3.0.0 released
1444 * various bug fixes; among others:
1445 - fixed bug with pushing spring over empty space
1446 - fixed bug with leaving tube while placing dynamite
1447 - fixed bug with explosion of smashed penguins
1448 - allow Murphy player graphic in levels with non-Supaplex elements
1452 * I have forgotten to document changes for some time
1455 * pre-release version 2.2.0rc1 released
1458 * version number set to 2.1.2
1461 * version 2.1.1 released
1464 * version number set to 2.1.1
1467 * version 2.1.0 released
1470 * version number set to 2.1.0
1472 2002-04-03 to 2002-05-19 (various source files)
1473 * graphics, sounds and music now fully configurable
1474 * bug fixed that prevented walking through tubes when gravity on
1476 2002-04-02 src/events.c, src/editor.c
1477 * Make Escape key less aggressive when playing or when editing level.
1478 This can be configured as an option in the setup menu. (Default is
1479 "less aggressive" which means "ask user if something can be lost"
1480 when pressing the Escape key.)
1482 2002-04-02 src/screen.c
1483 * Added "graphics setup" screen.
1485 2002-04-01 src/screen.c
1486 * Changed "choose level" setup screen stuff to be more generic (to
1487 make it easier to add more "choose from generic tree" setup screens).
1489 2002-04-01 src/config.c, src/timestamp.h
1490 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1491 automatically gets created by "src/Makefile" and contains an actual
1492 compile-time timestamp to identify development versions of the game).
1494 2002-03-31 src/tape.c, src/events.c
1495 * Added quick game/tape save/load functions to tape stuff which can be
1496 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1497 loads previously recorded tape and directly goes into recording mode
1498 from the end of the tape (therefore appending to the tape).
1500 2002-03-31 src/tape.c
1501 * Added "index mark" function to tape recorder. When playing or
1502 recording, "eject" button changes to "index" button. Setting index
1503 mark is not yet implemented, but pressing index button when playing
1504 allows very quick advancing to end of tape (when normal playing),
1505 very fast forward mode (when playing with normal fast forward) or
1506 very fast reaching of "pause before end of tape" (when playing with
1507 "pause before end" playing mode).
1509 2002-03-30 src/cartoons.c
1510 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1512 2002-03-29 src/screen.c
1513 * Changed setup screen stuff to be more generic (to make it easier
1514 to add more setup screens).
1516 2002-03-23 src/main.c, src/main.h
1517 * Various changes due to the introduction of the new libgame files
1518 "setup.c" and "joystick.c".
1520 2002-03-23 src/files.c
1521 * Generic parts of "src/files.c" (mainly setup and level directory
1522 stuff) moved to new libgame file "src/libgame/setup.c".
1524 2002-03-23 src/joystick.c
1525 * File "src/joystick.c" moved to libgame source tree, with
1526 correspondig changes.
1528 2002-03-22 src/screens.c
1529 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1530 (Wrong level series information displayed when entering main group.)
1532 2002-03-22 src/editor.c
1533 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1535 2002-03-22 src/editor.c
1536 * Changed behaviour of "Escape" key in level editor to be more
1537 intuitive: When in "Element Properties" or "Level Info" mode,
1538 return to "Drawing Mode" instead of leaving the level editor.
1540 2002-03-21 src/game.c, src/editor.c, src/files.c
1541 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1542 gems (emeralds, diamonds, ...) slipping down from normal wall,
1543 steel wall and growing wall (as in E.M.C. style levels). Although
1544 the behaviour of contributed and private levels wasn't changed (due
1545 to the use of "level.game_version"; see previous entry), editing
1546 those levels will (of course) change the behaviour accordingly.
1548 This change seems a bit too hard after thinking about it, because
1549 the EM style behaviour is not the "expected" behaviour (gems would
1550 normally only slip down from "rounded" walls). Therefore this was
1551 now changed to an element property for gem style elements, with the
1552 default setting "off" (which means: no special EM style behaviour).
1553 To fix older converted levels, this flag is set to "on" for pre-2.0
1554 levels that are neither contributed nor private levels.
1556 2002-03-20 src/files.h
1557 * Corrected settings for "level.game_version" depending of level type.
1558 (Contributed and private levels always get played with game engine
1559 version they were created with, while converted levels always get
1560 played with the most recent version of the game engine, to let new
1561 corrections of the emulation behaviour take effect.)
1563 2002-03-20 src/main.h
1564 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1565 compiling the SDL version on some systems.
1566 Thanks to the several people who pointed this out.
1569 * Version number set to 2.0.2.
1572 * Version 2.0.1 released.
1574 2002-03-18 src/screens.c
1575 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1577 2002-03-18 src/files.c [src/libgame/misc.c]
1578 * Moved some common functions from src/files.c to src/libgame/misc.c.
1580 2002-03-18 src/files.c [src/libgame/misc.c]
1581 * Changed permissions for new directories and saved files (especially
1582 score files) according to suggestions of Debian users and mantainers.
1583 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1585 2002-03-17 src/files.c
1586 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1587 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1588 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1589 for levels and "TAPE" for tapes). Old "cookie" style format is
1590 still supported for reading. New level and tape files are written
1593 * New IFF chunk "VERS" contains version numbers for file and game
1594 (where "game version" is the version of the program that wrote the
1595 file, and "file version" is a version number to distinguish files
1596 with different format, for example after adding new features).
1598 2002-03-15 src/screen.c
1599 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1600 (Before, you heard a mixture of the in-game music and the
1601 hall-of-fame music.)
1603 2002-03-14 src/events.c
1604 * Function "DumpTape()" (files.c) now available by pressing 't' from
1605 main menu (when in DEBUG mode).
1607 2002-03-14 src/game.c
1608 * "GameWon()": When game was won playing a tape, now there is no delay
1609 raising the score and no corresponding sound is played.
1611 2002-03-14 src/files.c
1612 * Changed "LoadTape()" for real chunk support and also adjusted
1613 "SaveTape()" accordingly.
1615 2002-03-14 src/game.c, src/tape.c, src/files.c
1616 * Important changes to tape format: The old tape format stored all
1617 actions with a real effect with a corresponding delay between the
1618 stored actions. This had some major disadvantages (for example,
1619 push delays had to be ignored, pressing a button for some seconds
1620 mutated to several single button presses because of the non-action
1621 delays between two action frames etc.). The new tape format just
1622 stupidly records all device actions and replays them later. I really
1623 don't know why I haven't solved it that way before?! Old-style tapes
1624 (with tape file version less than 2.0) get converted to the new
1625 format on-the-fly when loading and can therefore still be played;
1626 only some minor parts of the old-style tape handling code was needed.
1627 (A perfect conversion is not possible, because there is information
1628 missing about the device actions between two action frames.)
1630 2002-03-14 src/files.c
1631 * New function "DumpTape()" to dump the contents of the current tape
1632 in a human readable format.
1634 2002-03-14 src/game.c
1635 * Small tape bug fixed: When automatically advancing to next level
1636 after a game was won, the tape from the previous level still was
1637 loaded as a tape for the new level.
1639 2002-03-14 src/tape.c
1640 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1641 tape, cartoons did not get completely removed because
1642 StopAnimation() was not called.
1644 2002-03-13 src/files.c
1645 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1646 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1647 size even when using 16-bit elements). Added new chunk "CNT2" for
1648 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1649 chunk even when content was 16-bit element). "CNT2" should now be
1650 able to store content for arbitrary elements (up to eight blocks of
1651 3 x 3 element arrays). All "CNT2" elements will always be stored as
1652 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1654 2002-03-13 src/files.c
1655 * Changed "LoadLevel()" for real chunk support.
1657 2002-03-12 src/game.c
1658 * Fixed problem (introduced after 2.0.0 release) with penguins
1659 not getting killed by enemies
1661 2002-02-24 src/game.c, src/main.h
1662 * Added "player->is_moving"; now "player->last_move_dir" does
1663 not contain any information if the player is just moving at
1665 Before, "player->last_move_dir" was misused for this purpose
1666 for the robot stuff (robots don't kill players when they are
1667 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1668 broke tapes when walking through pipes!
1669 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1670 in a continuous movement. This fact is ignored for friends and