2 * fixed bug with editor border element not adjusted after resizing level
3 * changed unused playfield from "default" to "empty" after loading level
4 * increased number of undo/redo steps in level editor from 10 to 64
7 * added zoom functionality for playfield drawing area to level editor
8 (use left, right and middle mouse buttons on new "zoom" toolbox button
9 or use keys '-', '+' and '0' to zoom out, in or reset to default size)
12 * fixed bug not updating game panel values in visible warp forward mode
15 * changed position of CE/GE use/save template gadgets to be visually
16 separated from other CE/GE gadgets (to prevent accidental use)
17 * fixed bug in editor when using undo after rotating level repeatedly
18 * added 'redo' functionality to editor (by pressing 'undo' with right
19 mouse button or by using key shortcut "Shift-R")
22 * added configurability of editor control buttons (toolbox buttons)
25 * finished configurability of tape date and time display positions
26 * fixed bug with game buttons in tape area not properly redrawn
27 * fixed small graphical bug with default tape time display position
28 * added optionally configurable game frame counter to tape display
31 * fixed configurability of editor element palette (for columns != 4)
34 * improved configurability of tape date and time display positions
35 * added configurability of element properties button in editor
36 * added build dependency for auto-conf files
39 * added looking for editor element descriptions in level set directory
40 (for example, in file "<my-level-folder>/docs/elements/custom_1.txt")
43 * moved "element properties" button in editor from toolbox to palette
44 * added "zoom level tile size" button in editor to toolbox (currently
45 no function behind it; will be used to zoom level editor playfield)
46 * added key shortcuts '1' to '3' to view properties of drawing elements
47 * fixed gadget display bug in editor (door 1 area) after test playing
48 * fixed bugs when changing drawing area gadgets (like group elements)
51 * re-enabled editor palette element options in setup configuration file
54 * fixed loading custom PCX image files with default artwork file names
55 (like "RocksDoor.pcx") which are not redefined in artwork config file
56 (this is a special fix for Zelda 2 and probably some other existing
57 level sets which use new graphics which are not defined in the file
58 "graphicsinfo.conf", but use a file name of one of default graphics
59 (like "RocksScreen.pcx"); this did not work anymore for PCX files
60 since the default graphics files have been changed to PNG files, so
61 different file names are checked now (like "RocksScreen.png"), so if
62 the PNG files cannot be found, the old PCX files are also checked)
65 * added some more graphics customization options for the level editor:
66 - editor.button.prev_level (position)
67 - editor.button.next_level (position)
68 - editor.input.level_number (position)
69 - editor.palette.tile_size (tile size for palette elements)
70 - editor.palette.element_left.tile_size (draw element tile size)
71 - editor.palette.element_middle.tile_size (draw element tile size)
72 - editor.palette.element_right.tile_size (draw element tile size)
73 - editor.input.gfx.level_number (current level number input field)
76 * fixed menu display bugs caused by drawing outside menu area (again)
79 * fixed broken door animations when switching between custom graphics
82 * fixed layout for "level set info" to support custom playfield size
83 * fixed changing from title to info screen with custom playfield size
86 * fixed bug with not updating default bitmap pointer for scaled images
87 * fixed redraw/fade bugs when redefining the playfield size or position
90 * fixed some smaller issues with loading custom artwork
93 * added warnings when using undefined element and graphic names in
94 custom artwork definitions (like ".crumbled_like" or ".clone_from")
95 * added setting default filenames for all cloned graphics in static
96 graphics configuration on startup (to be able to fall back later)
99 * fixed using buttons on main screen with size other than 32x32 pixels
100 * fixed some initialization bugs for scrollbars and main screen buttons
101 * fixed bug when drawing non-element graphics (without separate in-game
102 graphic/bitmap defined) while non-standard game tile size is defined
105 * removed some remaining unused X11 stuff
106 * fixed bug with potentially suppressed exit error message on startup
109 * fixed bug not loading tape when selecting level from level selection
110 screen (thanks to filbo for finding this bug and supplying a patch)
113 * fixed menu display bugs (drawing outside menu area with draw offset)
114 * fixed menu key navigation bugs (when using smaller menu list size)
117 * added support for animated door parts during opening/closing movement
120 * added automatic detection of normal/steel character elements in level
121 editor when drawing text (depending on currently selected element)
124 * eliminated historical ISO-8859-1 characters from source code files
125 (but still using them internally for special character encodings)
126 * changed output of special character for level sketch brushes to UTF-8
129 * added handling of unselectable selectbox options and option headlines
132 * fixed bug when changing between graphic sets with different tile size
133 * cleanup of handling the various graphic sizes for different purposes
134 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
137 * added virtual keyboard on Android port when entering player name
140 * fixed "quick menu doors" and sounds for door and envelope requests
143 * fixed display bugs with certain custom menu definitions regarding the
144 hall of fame (high scores) and setup screens that require scrolling
145 (these display bugs showed up with custom menu graphics of R'n'D jue)
148 * fixed bug with animation frames per line with non-standard tile size
149 (relevant for example for 64x64 sized frames continued on next row)
152 * removed checking of file identifier tokens for configuration files
155 * fixed bug where player actions were only mapped in team mode
156 (this broke four tapes in automatic game engine unit test where
157 old levels contained a non-yellow player, like rnd_abby_king, 011)
160 * removed large parts of the preprocessor hell of old and unused code
163 * updated source file headers (mainly author contact information)
166 * added key shortcuts for window scaling and toggling fullscreen mode:
167 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
168 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
171 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
172 * added some performance improvements when handling SDL surface scaling
175 * added custom graphics property "game.tile_size" to define in-game tile
176 size (this defines the tile size actually displayed on the playfield);
177 tile graphics will either be scaled to the defined game tile size or
178 have to be specified with the same image size (using ".tile_size")
181 * added custom graphics property ".tile_size" to define tile image size
182 for game element graphics (like "custom_1.tile_size"); non-standard
183 sized images will then be scaled accordingly to standard tile size
186 * fixed music still being played in Android version when in background
189 * added Android "menu" button to be treated as "yes" requester button
190 (while the Android "back" button was already treated as "no" button)
193 * added command line options "--version" / "-V" to show program version
194 (also shows SDL library versions when prefixed with "--debug" option)
197 * error file set to unbuffered to prevent truncation in case of crashes
200 * fixed bug causing wrong screen updates while playing (whole screen
201 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
202 * fixed nasty (typo) bug in native EM engine causing broken player
203 graphics when using different (redefined) playfield size
206 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
207 to be displayed incorrectly (with broken scaling) when switching
208 between small and normal game graphics (thanks a lot to filbo for
209 analyzing and describing how to exactly reproduce this bug)
212 * removed MS-DOS support
213 * removed native X11 support (X11 now only supported via SDL/SDL2)
216 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
219 * fixed level redraw after quick-loading tape with small tile graphics
222 * added compatibility code for existing request door animation settings
225 * added ultra-generic, ultra-flexible request door animation handling
228 * fixed major bugs in handling single-player and multi-player tapes
229 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
232 * fixed various problems with playfield and requester/tape/editor doors
233 defined to be at non-standard screen positions in artwork config file
236 * added envelope style requester dialog (alternative to door requester)
239 * fixed problems with window scaling and updating related setup value
240 * added setup option to select anti-aliasing quality of scaled windows
243 * improved speed of displaying progress when loading levels and artwork
244 * changed fullscreen and window scaling changes in setup menu to have
245 immediate effect (instead of being effective after leaving setup menu)
248 * fixed toons stopping on continuous touch events on Mac OS X
251 * fixed bug when displaying game envelope with even sized playfield
252 * added graphic configuration options for request (dialog) buttons
255 * fixed some redraw bugs with window scaling under Mac OS X
258 * fixed problems with window scaling and updating related setup value
261 * fixed problems related to fullscreen switching and window scaling
264 * fixed inconsistent custom artwork constants numbering in src/main.h,
265 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
266 (this bug caused custom artwork definition to set wrong variable)
269 * fixed using fullscreen mode on Android instead of pseudo-window mode
270 * fixed keeping desktop fullscreen mode when changing viewport size
273 * fixed remaining text input problems for non-ASCII keys with modifier
274 * added window scaling options to graphics setup menu
277 * fixed key code problems with certain keys for SDL2
278 (keypad keys not being in numerical order; number of function keys)
279 * fixed text input problems for text characters using modifier keys
282 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
285 * fixed graphical bugs when using renderer/texture based graphics
288 * fixed playing certain sounds (menu navigation sound and counting
289 score sound after solving a level) when "normal sounds" are disabled
292 * continued porting Rocks'n'Diamonds to Android (levels now playable)
295 * added SDL2 renderer/texture based graphics frame handling to allow for
296 "desktop" style fullscreen mode and scaling of game screen/window
299 * removed limitation of artwork files to selected file types (this means
300 that every file type supported by SDL_image and SDL_mixer can be used)
301 * changed default graphics from PCX to PNG (needed for Android version
302 to prevent painfully slow image loading, although not compressing PCX
303 files in the assets directory of the APK package might also work fine)
304 * fixed bug with SDL_BlitSurface creating garbage when source and target
305 surface are the same (this bug also existed in versions of SDL 1.2.x)
308 * started porting Rocks'n'Diamonds to Android (already shows main menu)
311 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
314 * version number set to 3.3.1.3
317 * version 3.3.1.2 released
320 * improved error handling: display error message on screen (not only in
321 the error file or on the console), and display path of the error file
324 * fixed problem with R'n'D restarting with same level set that may have
325 caused a problem (and therefore failing again and again); after an
326 error, the last level set is now deactivated in file "levelsetup.conf"
327 to restart with default level set (which should work without error)
330 * fixed determining main game data directory on Mac OS X "Mavericks"
333 * version number set to 3.3.1.2
336 * version 3.3.1.1 released
339 * added scripts directory to distribution package to enable building
340 element definitions after editing artwork config source code files
343 * added volume controls for sounds, loops and music to sound setup
346 * version number set to 3.3.1.1
349 * version 3.3.1.0 released
352 * version number set to 3.3.1.0
355 * fixed display of level time switching from ascending to descending
356 when making use of the "time orb bug" (see element setting in editor)
357 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
358 * fixed graphics performance problems (especially on Mac OS X) by using
359 whole-playfield redraw on SDL target, while still using the previous
360 single-tile redraw method on X11 target (using redraw tiles threshold)
363 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
364 (by replacing all "long" types by "int" types)
367 * fixed nasty bug (affecting crumbled graphics) after adding new special
368 graphics suffix ".TAPE" (and messing some things up in src/main.c)
371 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
372 (this caused fonts in envelope config in level editor being invisible)
375 * fixed some problems with half tile size and even tile sized playfields
378 * added level selection screen (when clicking on main menu level number)
379 * added level tracing (played, solved) for use in level selection screen
380 (to display already played or solved levels in different font color)
383 * added alternative game mode for playing with half size playfield tiles
384 * fixed another memory violation bug in the native Supaplex game engine
385 (this potential memory bug was also in the original Megaplex code, but
386 apparently only occured under rare conditions triggered by using the
387 additional added preceding playfield memory area to make a few strange
388 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
389 solvable (this all worked fine in the classic DOS version, of course))
392 * added graphics performance optimization to native Supaplex game engine
393 * fixed bug with accidentally removing preceding buffer in SP engine
394 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
395 (to prevent compatibility mapping of these newer graphics to older
396 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
399 * added separately configurable game panel background to graphics config
400 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
403 * added tape panel graphics and screen positions to graphics config
406 * added compatibility stuff for redefined "global.door" (which affects
407 all parts of that image that have their own graphics definition now)
410 * added sound button graphics to graphics config
413 * added tape button graphics and screen positions to graphics config
416 * improved single step mode in R'n'D, EM and SP engines
419 * version number set to 3.3.0.2
422 * version 3.3.0.1 released
425 * added configurable key shortcuts for snap+direction player actions
426 (probably most useful for recording tool-assisted speedrun (TAS)
427 tapes using the single-step mode of the tape recorder)
430 * version number set to 3.3.0.1
433 * version 3.3.0.0 released
436 * fixed missing memory allocation in SP engine when saving engine data
437 for non-SP game engine snapshots (which also stores SP engine part)
440 * fixed problem with scrolling in native EM engine in multi-user mode
441 (this bug was just introduced with the experimental viewport stuff)
442 * fixed animation of splashing acid in EM engine with classic artwork
443 * fixed animation of cracking nut in EM engine with classic artwork
444 * fixed (implemented) single step mode in native EM and SP engines
445 * fixed "latest_engine" flag in classic levels (moved to single sets)
446 * updated SDL library DLLs for Windows to the latest release versions
447 (this fixed some mysterious crashes of the game on Windows systems)
448 * replaced EM and SP set in classic level set with native level files
449 * finally added a newly written "CREDITS" file to the game package
450 * removed sampled music loops from classic music set
453 * changed native Emerald Mine engine to support different viewport sizes
456 * changed native Supaplex engine to support different viewport sizes
459 * added initial, experimental support for different viewport properties
460 (with "viewports" being menu/playfield area and doors; currently the
461 size of the menu/playfield area and door positions can be redefined)
464 * added initial, experimental support for different window sizes
467 * added support for native Sokoban solution files in pure 'udlrUDLR'
468 format with extension ".sln" instead of ".tape" for solution tapes
471 * added image config suffix ".class" to be able to define classes of
472 crumbled elements which are then separated against each others when
473 drawing crumbled borders (class names can freely be defined)
474 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
475 emc_grass" results in sand and emc_grass being crumbled separately,
476 even if directly adjacent on the playfield.)
477 * added image config suffix ".style" to use two new features for
479 - "accurate_borders": try to draw correctly crumbled corners (which
480 means that a row of crumbled elements does not have two crumbled
481 corners for each element in the row, but only at the "real" corners
482 at the start and the end of the row of elements)
483 - "inner_corners": also draw inner corners in concave constructions
484 of several crumbled elements -- this is currently a big kludge: the
485 number of frames for crumbled graphic must be "2", with the first
486 frame as usual (crumbled graphic), while the second frame contains
487 the graphic with inner (crumbled) corners for the crumbled graphic
488 (These two features are mainly intended for bevelled walls, not for
489 diggable elements like sand; "inner_corners" only works reliably for
490 static walls, not for in-game dynamically changing walls using CEs.)
493 * finished code cleanup of native Supaplex game engine
496 * started code cleanup of native Supaplex game engine
499 * integrated playing sound effects into native Supaplex game engine
502 * added configurable key shortcuts for the tape recorder buttons
505 * added (hidden) function to save native Supaplex levels with tape as
506 native *.sp file containing level with demo (saved with a file name
507 similar to native R'n'D levels, but with ".sp" extension instead of
508 ".level"); to use this functionality, enter ":save-native-level" or
509 ":snl" from the main menu with the native Supaplex level loaded and
510 the appropriate tape loaded to the tape recorder
511 * fixed potential crash bug caused by illegal array access in engine
512 snapshot loading and saving code
513 * changed setting permissions of score files to be world-writable if
514 the program is not installed and running setgid to allow the program
515 to modify existing score files when run as a different user (which
516 allows cheating, of course, as the score files are not protected
517 against modification in this case)
518 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
519 the top level Makefile for Debian / Ubuntu installations
520 * added saving read-only levels from editor into personal level set
521 (thanks to Bela Lubkin for the above four patches)
524 * added updating of game values on the panel to Supaplex game engine
527 * finished integrating R'n'D graphics engine into Supaplex game engine
528 (although some animations do not support full customizability yet)
531 * done integrating R'n'D graphics engine into file "Infotron.c"
532 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
535 * integrated engine snapshot functionality into Supaplex game engine
538 * fixed bug in native Supaplex engine that broke several demo solutions
539 * fixed bug with re-initializing already existing elements in function
540 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
541 counted a second time, making the currently playing level unsolvable)
542 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
543 * done integrating R'n'D graphics engine into file "Electrons.c"
544 * done integrating R'n'D graphics engine into file "Zonk.c"
547 * done integrating R'n'D graphics engine into file "Murphy.c"
548 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
551 * started integrating R'n'D graphics engine into Supaplex game engine
554 * added small kludge that allows transparent pushing animation over
555 non-black background (by using "game.use_masked_pushing: true")
556 * added editor flag to Sokoban field/object elements to automatically
557 finish solved Sokoban style levels (even if they contain non-Sokoban
558 elements, which prevents auto-enabling this feature for such levels)
561 * added new element "from_level_template" which is replaced by element
562 from level template at same playfield position when loaded (currently
563 not accessible from level editor, but only used for special Sokoban
564 level conversion when using "special_flags: load_xsb_to_ces")
565 * added special behaviour for "special_flags: load_xsb_to_ces": global
566 settings of individual level files are overwritten by template level
567 (except playfield size, level name, level author and template flag)
570 * added handling of gravity ports when converting Supaplex style R'n'D
571 levels to native Supaplex levels for playing with Supaplex engine
574 * fixed bug in Supaplex engine regarding initial screen scroll position
577 * fixed EMC style pushing animations in the R'n'D graphics engine (when
578 using ".2nd_movement_tile" for animations having start and end tile)
579 * for this to work (look) properly for two-tile pushing animations with
580 non-black (i.e. opaque) background, the pushing graphics drawing order
581 was changed to first draw the pushed element, then the player (maybe
582 this should be controlled by an ".anim_mode" flag yet to be added)
583 * two-tile animations for moving or pushing should have 7 frames for
584 normal speed, 15 frames for half speed etc. to display correct frames
585 * two-tile animations are also displayed correctly with different speed
586 settings for the player (for pushing animations) or moving elements
589 * added searching for template level (file "template.level") not only
590 inside the level set directory, but also in above level directories;
591 this makes is possible to use the same single template level file
592 (placed in a level group directory) for many level sub-directories
595 * fixed bug with steel exit being destructible during opening phase
596 * added token "special_flags" to "levelinfo.conf" (currently with the
597 only recognized value "load_xsb_to_ces", doing the same as the flag
598 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
599 converting all elements in native (XSB) Sokoban level files to CEs)
602 * fixed some problems with Supaplex engine when compiling for Windows
605 * added special mode to convert elements of Sokoban XSB levels to CEs
606 by adding "-Dload_xsb_to_ces" to the command line starting the game
607 (also adding a dependency to a template level file "template.level")
610 * added reading native Sokoban levels and level packages (XSB files)
613 * fixed bugs in (auto)scrolling behaviour when passing ports or when
614 wrapping around the playfield through "holes" in the playfield border
617 * changed internal playfield bitmap handling from playfield sized bitmap
618 to screen sized bitmap (visible scrolling area), therefore speeding up
619 graphics operations (by eliminating bitmap updates in invisible areas)
620 and removing playfield size limitations due to increasing bitmap size
621 for larger playfield sizes (while the new implementation always uses
622 a fixed playfield bitmap size for arbitrary internal playfield sizes)
625 * fixed bug with single step mode (there were some cases where the game
626 did not automatically return to pause mode, e.g. when trying to push
627 things that cannot be pushed or when trying to run against a wall)
630 * added support for loading Supaplex levels in MPX level file format
633 * fixed SP engine to set "game over" not before lead out counter done
636 * fixed (potential) compile error when using GCC option "-std=gnu99"
637 (thanks to Tom "spot" Callaway)
640 * fixed array allocation in native Supaplex engine to correctly handle
641 preceding scratch buffers (needed because of missing border checking)
642 * fixed playfield initialization to correctly add raw header bytes as
643 subsequent scratch buffer (needed because of missing border checking)
646 * most important parts of native Supaplex engine integration working:
647 - native Supaplex levels can be played in native Supaplex engine
648 - native Supaplex level/demo files ("*.sp" files) can be re-played
649 - all 111 classic original Supaplex levels automatically solvable
650 - native Supaplex engine can be selected and used from level editor
651 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
654 * fixed another translation problem from VisualBasic to C (where "int"
655 should be "short") causing unsolvable demos with bugs and terminals
656 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
659 * fixed bug when reading Supaplex single level files (preventing loader
660 from seeking to level position like in Supaplex level package files)
663 * first classic Supaplex level running and solved by solution/demo tape
666 * started with integration of native Supaplex engine, using source code
667 of Megaplex from Frank Schindler, based on original Supaplex engine
670 * version number set to 3.2.6.2
673 * version 3.2.6.1 released
676 * fixed bug with element_info[e].gfx_element not being initialized in
677 early game stage, causing native graphics in EMC level sets to be
678 mapped completely to EL_EMPTY (causing a blank screen when playing)
679 (this only happened when starting the program with an EMC set with
680 native graphics, but not when switching to such a set at runtime)
683 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
684 and using self-compiled, patched SDL.dll that solves this problem
685 (interim solution until release of SDL 1.2.14 that should fix this)
688 * extended backwards compatibility mode to allow already fixed bug with
689 change actions (see "2008-02-05") for existing levels (especially the
690 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
693 * reactivated workaround to prevent program crashes due to blitting to
694 the same SDL surface that apparently only occurs on Windows systems
695 (this is no final solution; this problem needs further investigation)
698 * version number set to 3.2.6.1
701 * version 3.2.6.0 released
704 * fixed behaviour of player option "no centering when relocating" which
705 was incorrect when disabled and relocation target inside visible area
706 and "no scrolling when relocating" enabled at the same time
709 * fixed problems with re-mapping players on playfield to input devices:
710 previously, players found on the level playfield were changed to the
711 players connected to input devices (for example, player 3 in the level
712 was changed to player 1 (using artwork of player 3, to be able to use
713 a player with a different color)); this had the disadvantage that CE
714 conditions using player elements did not work (because the players in
715 the level definition are different to those effectively used in-game);
716 the new system uses the same player elements as defined in the level
717 playfield and re-maps the input devices of connected players to the
718 corresponding player elements when playing the level (in the above
719 example, player 3 now really exists in the game and is moved using the
720 events from input device 1); level tapes still store the events from
721 input devices 1 to 4, which are then re-mapped to players accordingly
722 when re-playing the tape (just as it is done when playing the level)
725 * fixed bug with player relocation while the player switches an element
728 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
729 not walkable (and did not let the player enter) when in process of
730 opening, but not fully open yet (which can cause the player not being
731 able to enter the exit in EM/DC style levels in time)
734 * fixed some bugs regarding the new level/CE random seed reset options
737 * moved "level settings" and "editor settings" to two tabbed screens in
738 level editor to gain space for additional level property settings
739 * added level setting to start a level with always the same random seed
740 * added CE action "set random seed" to re-initialize random seed in game
741 (this is the only CE action that gets executed before the CE changes,
742 which is needed to use the newly set random seed during the CE change)
745 * fixed redraw problem of special editor door when playing from editor
748 * fixed initialization of gfx_element for level sketch image creation
751 * added switch for EM style dynamite "[ ] explodes with chain reaction"
752 (with default set to "on" for existing levels, but "off" for all new
753 levels), as EM style dynamite does not chain-explode in original EM
756 * added optional initial inventory for players (pre-collected elements)
757 * added change page actions "set player inventory" and "set CE artwork"
758 * added recognition of "player" parameter on change pages when player
759 actions are defined, but no trigger player in corresponding condition
760 (this resulted in actions that only affected the first player before)
761 * fixed bug with change actions being executed for newly created custom
762 elements resulting from custom element changes, when the intention was
763 only to check for change actions for the previous custom element
766 * changed design and size of element drawing area in level editor
767 * added "element used as action parameter" to element change actions
770 * added possibility to reanimate player immediately after his death
771 (for example, by "change to <player> when explosion of <player>")
774 * fixed bug with "gray" white door not being uncovered by magnifier
775 * added score for collecting (any) key to the white key config page
778 * added condition "deadly when <getting hit by>" for custom elements
779 that behaves a bit like the existing "deadly when <colliding with>",
780 but with the following differences:
781 - it only kills players or friends when it was moving before it hits
782 - it does not kill players or friends that try to run into it
785 * fixed the following change conditions where a player element is used
786 as the "element that is triggering the custom element change":
789 - explosion of <element>
791 (the last two conditions already worked partially, but only for the
792 first player, and not for the "Murphy" player when using "move of")
795 * fixed crash bug caused by accessing invalid element (with value -1)
796 in UpdateGameControlValues()
797 * fixed graphical bug when using two-tile movement animations with EMC
798 game engine without explicitly using native EMC graphics engine
801 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
802 try to push something (due to push delay) does not cause a dig action
805 * fixed bug with reference elements used as trigger elements on custom
806 element change pages not being recognized
807 * fixed bug with reference elements not being removed from the playfield
808 * added engine functionality that allows custom elements that "can dig"
809 other elements not only to do so when moving by themselves, but also
810 when being pushed by the player (therefore adding the functionality to
811 push one element over another element, replacing it with the new one)
814 * added command line function to write level sketch images to directory
817 * merged override and auto-override options into new override options
818 with a new data type than can take the values "no", "yes" and "auto"
821 * fixed growing steel wall to also leave behind steel wall instead of
822 normal, destructible wall
823 * fixed handling of rocks falling through stacks of quicksand with
824 different speed (before, the rocks just got stuck in the quicksand)
827 * fixed nasty bug with auto-override and normal override not working on
828 program startup (especially when current level set has custom artwork)
831 * version 3.2.5 released as special edition "R'n'D jue"
834 * fixed X11 crash bug when blitting masked title screens over background
837 * changed build system to support special editions (like "R'n'D jue")
838 * added (hardcoded) loading graphics for "R'n'D jue" special edition
839 * fixed X11 crash bug when scaling images with width/height less than 32
842 * added "background.PLAYING" (only visible as two-pixel border in game)
843 * added default level set for first start of special R'n'D version
844 * changed door animations for editor always behaving like "quick doors"
847 * added new custom artwork setup option "auto-override non-CE sets" for
848 automatic artwork override that is only used for level sets without
849 custom element artwork (as it does not make much sense to override
850 any artwork that redefines custom element artwork for sets using CEs)
851 * fixed default artwork for "special" R'n'D versions always using the
852 "classic" artwork as the base if base artwork is not explicitly
853 defined in "levelinfo.conf", regardless of different default artwork
854 used by the special R'n'D version -- this is needed because any such
855 custom artwork is designed using the "classic" artwork definitions as
856 the base (including menu definitions and screen positions etc., which
857 would otherwise be taken from the different special default artwork)
860 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
861 for both EMC and R'n'D graphics engine (heavy workarounds needed due
862 to massively broken handling of quicksand in R'n'D game engine)
863 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
864 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
867 * fixed small bug in toon drawing (introduced when fixing the crash bug)
870 * added graphics definition "game.panel.highscore" to display the
871 current levels current high score in the game panel
874 * version number set to 3.2.5
877 * version 3.2.4 released
880 * fixed crash bug in toon drawing functions for large step offset values
883 * fixed some problems with displaying game panel when quick-loading tape
886 * fixed (experimental only) redrawing of every tile per frame (even if
887 unneeded) for the extended (R'n'D based) EMC graphics engine
888 * added optimization to only calculate element count for panel display
889 if really needed (that is, if element count values defined on panel)
890 * fixed problem with special editor door redraw when entering main menu
893 * fixed bug with displaying background for title messages on info screen
894 * some code cleanup for the extended (R'n'D based) EMC graphics engine
897 * fixed bug with CE action "move player" always resulting in player 4
898 if there was a CE action with no trigger player (because the player
899 element was calculated by using log_2() from trigger player bits with
900 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
901 triggering player bit mask and handling all players in "move player"
902 * fixed bug when defined artwork cannot be found for artwork that has
903 default artwork cloned from other artwork (without default filename)
904 * added several fixes to the extended (R'n'D based) EMC graphics engine
907 * fixed broken editor copy and paste for custom elements between levels
910 * title messages are now also searched in graphics artwork directory;
911 those found in graphics directory have precendence over those found
912 in level directory -- this handles title messages stored in graphics
913 directories as part of the artwork set, just like title images; this
914 makes sense, as corresponding special font definitions for messages
915 are usually defined in the same graphics artwork directory, and also
916 because title images and title messages that are combined in a level
917 set introduction should usually not be separated when the level set
918 is used with a different artwork set (e.g. using "override graphics")
919 * fixed problem with door borders on main screen by first drawing doors
920 and then the corresponding border masks, but not vice versa
921 * fixed problem with artwork config entries using the value "[DEFAULT]";
922 this does not what one might expect, but sets the value to an invalid
923 value -- solution: simply ignore such entries, which results in this
924 value keeping its previous (real) default value (in general, entries
925 that should use their default value should just not be defined here)
926 * fixed problem with wrong fading area size from main menu to setup menu
929 * fixed problem with broken crumbled graphics after level set changes
930 when using R'n'D custom artwork with level sets using the EMC engine
933 * fixed invisible "joysticks deactivated ..." text on setup input screen
936 * added use of hashes created from static lists (element tokens, image
937 config, font tokens) to speed up lookup of configuration parameters
938 * fixed bug where element and graphic config token lookup was mixed up
941 * added "busy" animation when initializing program and loading artwork
942 * added initialization profiling for program startup (debugging only)
945 * fixed(?) very strange bug apparently triggered by memset() when code
946 was cross-compiled with MinGW cross-compiler for Windows XP platform
947 (this only happened when using SDL.dll also self-compiled with MinGW)
950 * added graphics engine directive "border.draw_masked_when_fading" that
951 enables/disables drawing of border mask over screen that is just faded
954 * fixed small problem with separate fading definition for game screen
957 * added additional configuration directives for setup screen draw offset
958 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
959 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
960 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
961 used to define draw offset on custom artwork selection screens and
962 "CHOOSE_OTHER" is used on all other list style selection screens, like
963 choosing game speed or screen mode for fullscreen mode)
964 * added additional configuration directives to define main menu buttons:
965 - menu.button_name and menu.button_name.active
966 - menu.button_levels and menu.button_levels.active
967 - menu.button_scores and menu.button_scores.active
968 - menu.button_editor and menu.button_editor.active
969 - menu.button_info and menu.button_info.active
970 - menu.button_game and menu.button_game.active
971 - menu.button_setup and menu.button_setup.active
972 - menu.button_quit and menu.button_quit.active
973 * added eight pure decoration graphic definitions for the game panel
976 * added support for accessing native Diamond Caves II level packages
977 * fixed displaying of game panel values for Emerald Mine game engine
978 * fixed displaying end-of-level time and score values on new game panel
981 * added game panel control to display arbitrary elements on game panel
982 * added game panel control to display custom element score (globally
983 unique for identical custom elements) either as value or as element
984 * added ".draw_masked" and ".draw_order" to game panel control drawing
987 * fixed some general bugs with handling of ".active" elements and fonts
990 * cleanup of game panel elements (some elements were not really needed)
991 * added displaying of gravity state (on/off) as new game panel control
992 * added animation for game panel elements (similar to game elements)
995 * added new pseudo game mode "PANEL" to define panel fonts and graphics
996 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
997 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
998 (else graphics would have to use ".PLAYING", which would be confusing)
999 * fixed bug when fading out to game screen with border mask defined
1002 * added attribute ".tile_size" for element style game panel controls
1005 * added <space> key as additional valid key to use for confirm requester
1008 * improved menu fading, adding separate fading definitions for entering
1009 and leaving a "content" screen (in general), and optional definitions
1010 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
1013 * added (currently invisible) setup option to define scroll delay value
1014 * fixed small bug in priority handling when auto-detecting level start
1015 position in levels without player element (but player from CE etc.)
1016 * added option "game.forced_scroll_delay_value" to override user choice
1017 of scroll delay value for certain level sets with "graphicsinfo.conf"
1018 * replaced setup option "scroll delay: on/off" by new setup option that
1019 directly allows selecting the desired scroll delay value from 0 to 8
1022 * added displaying of most game panel control elements (not animated)
1025 * added new configuration directives to display additional game engine
1026 values on the game control panel, like the following examples:
1027 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
1028 - game.panel.penguins - number of penguins to rescue
1029 - game.panel.level_name - level name of current level
1032 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
1035 * added new player option "no centering when relocating" for "invisible"
1036 teleportations to level areas that look exactly the same, giving the
1037 illusion that the player did not relocate at all (this was the default
1038 since 3.2.3, but caused visual problems with room creation in "Zelda")
1039 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
1042 * improved menu fading, adding separate fading definitions for entering
1043 and leaving a menu and for fading between menu and "content" screens
1044 * fixed small bug with recognizing also ".font_xyz" style definitions
1047 * improved menu fading, adding separate fading definitions for fading
1048 between menu screens and fading between menu and "destination" screens
1051 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
1052 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
1053 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
1054 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
1056 * improved title fading, allowing fading animation types "none", "fade"
1057 and "crossfade" (including cross-fading of last title to main menu)
1060 * added configurability of graphics, sounds and music for title screens,
1061 which are separated into initial title screens (only shown once at
1062 program startup) and title screens shown for a given level set; these
1063 title screens can be composed of up to five title images and up to
1064 five title text messages (each drawn using an optional background
1065 image), also using background music and/or sounds; aspects like
1066 background images, sounds and music of title screens can either be
1067 defined generally (valid for all title screens) or specifically (and
1068 therefore differently for each title screen) using these directives:
1070 to define a background image, sound or music file for all screens:
1071 - background.TITLE_INITIAL (for all title screens for game startup)
1072 - background.TITLE (for all title screens for level sets)
1074 to define a background image, sound or music file for a single screen:
1075 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
1076 - background.titlescreen_x (with x in 1,2,3,4,5)
1077 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
1078 - background.titlemessage_x (with x in 1,2,3,4,5)
1080 to define the title screen images:
1081 - titlescreen_initial_x (with x in 1,2,3,4,5)
1082 - titlescreen_x (with x in 1,2,3,4,5)
1084 to define the title text messages, place text files into the level set
1085 directory that have the following file names:
1086 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
1087 - titlemessage_x.txt (with x in 1,2,3,4,5)
1089 to define the properties of the text messages, either use directives
1090 that affect all text messages:
1091 - [titlemessage_initial].<suffix>
1092 - [titlemessage].<suffix>
1093 or use directives that affect single text messages:
1094 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1095 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1097 valid values for <suffix> are the same as for readme.<suffix> below;
1098 use ".sort_priority" (default: 0) to define an arbitrary order for
1099 title images and title messages (which can therefore be mixed)
1102 * added full configurability of "readme.txt" screen appearance:
1103 - readme.x: <left position used with alignment>
1104 - readme.y: <top position>
1105 - readme.width: <maximim text width in pixels>
1106 - readme.height: <maximum text height in pixels>
1107 - readme.chars: <maximum number of chars per line>
1108 - readme.lines: <maximum number of lines displayed>
1109 - readme.align: left,center,right (default: center)
1110 - readme.top: top,middle,bottom (default: top)
1111 - readme.font: font name
1112 - readme.autowrap: true,false (default: true)
1113 - readme.centered: true,false (default: false)
1114 - readme.parse_comments: true,false (default: true)
1115 - readme.sort_priority: (not used here, but only for title screens)
1116 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1117 default), they are automatically determined from "readme.width" and
1118 "readme.height" accordingly; when they are not "-1", they have
1119 precedence over "readme.width" and "readme.height"
1120 * added internal ad-hoc config settings for displaying text files like
1121 title messages or "readme.txt" style level set info files:
1122 - .font: font name (default: readme.font)
1123 - .autowrap: true,false (default: readme.autowrap)
1124 - .centered: true,false (default: readme.centered)
1125 - .parse_comments: true,false (default: readme.parse_comments)
1126 (the leading '.' and the separating ':' are mandatory here); to use
1127 these ad-hoc settings, they have to be written inside a comment, like
1128 "# .autowrap: false" or "# .centered: true"; these settings then
1129 override the above global settings (they can even be used more than
1130 once, like "# .centered: true", then some text that should be drawn
1131 centered, then "# .centered: false" to go back to non-centered text;
1132 important note: after using "# .parse_comments: false", or when using
1133 "readme.parse_comments: false", detecting and parsing comments inside
1134 the file is disabled and comments are just printed like normal text;
1135 also be aware that all automatic text size calculations are done with
1136 the font defined in "readme.font", while using different fonts using
1137 "# .font: <font>" inside the text file may cause unexpected results
1140 * changed some numerical limits in the level editor from 255 to 999
1143 * added option "system.sdl_videodriver" to select SDL video driver
1144 * added output of SDL video and audio driver to "version info" page
1147 * added group element drawing to IntelliDraw drawing functions
1148 * fixed animation resetting problem again (last try broke Snake Bite)
1149 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1152 * added new (special) "include: <filename>" directive that works in all
1153 configuration files (like "graphicsinfo.conf") and that has the same
1154 effect as if that directive would be replaced with the content of the
1155 specified file (this can be useful to split large configuration files
1156 into several smaller ones and include them from one main file, or to
1157 store configuration settings that always stay the same into a separate
1158 file, while including it and only add those parts that really change)
1161 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1164 * fixed bug in "InitMovingField()" where treating an integer array as
1165 boolean caused wrong resetting of animations while elements are moving
1166 * fixed problem with resetting animations when starting element change
1169 * added sort priority for order of title screens and title messages
1172 * changed end of game again: do not wait for the user to press a key
1173 anymore, but directly ask/confirm tape saving and go to hall of fame
1174 * re-enabled quitting of lost game by pressing space or return again
1175 * added blanking of mouse pointer when displaying title screens
1176 * added remaining menu draw offset definitions for info sub-screens
1179 * added setup option to select game speed (from very slow to very fast)
1180 * improved handling of title text messages (initial and for level set)
1183 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1186 * fixed displaying and typing of player name when it is centered
1187 * added special characters to be allowed for player name (not only A-Z)
1190 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1191 (newer versions of the SDL library seem to not like this anymore)
1194 * added code for configuration directives for control of game panel
1197 * fixed small cosmetical bug with underlining property tabs in editor
1200 * fixed small drawing bug in X11FadeRectangle
1201 * added new elements for newly supported Diamond Caves II levels:
1202 - EM/DC style exits that disappear after passing
1203 - white key and gate (one white key needed for each white gate)
1204 - fake gate (there is no key to open/pass this kind of gate!)
1205 - extended magic wall which also handles pearls and crystals
1209 * changed maximum value for endless loop detection to a higher value
1210 (some levels really used very deep recursion without being endless)
1213 * added new elements for newly supported Diamond Caves II levels:
1214 - growing steel walls
1215 - snappable land mine
1218 * added new elements for newly supported Diamond Caves II levels:
1219 - steel text elements
1222 * added level file loader for native Diamond Caves II levels
1225 * version number set to 3.2.4
1228 * version 3.2.3 released
1231 * fixed malloc/free bug when updating EMC artwork entries in level list
1232 * added workaround (warning and request to quit the current game) when
1233 changing elements cause endless recursion loop (which would otherwise
1234 freeze the game, causing a crash-like program exit on some systems)
1237 * fixed nasty string overflow bug when entering too long envelope text
1240 * added feedback sounds for menu navigation "menu.item.activating" and
1241 "menu.item.selecting" (for highlighting and executing menu entries)
1244 * improved "no scrolling when relocating" to also consider scroll delay
1245 (meaning that the player is not automatically centered in this case;
1246 this makes it possible to "invisibly" relocate the player to a region
1247 of the level playfield which looks the same as the old level region)
1248 * fixed bug with not recognizing "main.input.name.align" when active
1251 * fixed bug with displaying masked borders over title screens when
1252 screen fading is disabled
1255 * fixed infinite loop / crash bug when killing the player while having
1256 a CE with the setting "kill player X when explosion of <player X>"
1257 * added special editor graphic for "char_space" to distinguish it from
1258 "empty_space" when editing a level (in-game graphics still the same)
1261 * fixed nasty bug with initialization only done for the first player
1264 * small change to handle loading empty element/content list micro chunks
1267 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1270 * some optimizations on startup speed by reducing initial text output
1273 * added caching of custom artwork information for faster startup times
1276 * fixed graphical bug when using fewer menu entries on level selection
1277 screen than usual (with "menu.list_size.LEVELS" directive)
1278 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1279 the backbuffer to the backbuffer by error (with identical rectangle)
1282 * fixed bug when displaying titlescreen with size less than element tile
1283 * fixed bug that caused elements with "change when digging <e>" event
1284 to change for _every_ digged element, not only those specified in <e>
1285 * fixed bug that caused impact style collision when dropping element one
1286 tile over the player that can both fall down and smash players
1287 * fixed bug that caused impact style collision when element changed to
1288 falling/smashing element over the player immediately after movement
1291 * fixed bug that allowed making engine snapshots from the level editor
1294 * fixed bugs with player name and current level positions on main screen
1297 * added configuration directives for control of title screens:
1298 - "title.fade_delay" for fading time
1299 - "title.post_delay" for pause between screens (when not crossfading)
1300 - "title.auto_delay" to automatically continue after some time
1301 these settings can each be overridden by specifying them with titles:
1302 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1303 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1304 fading mode can also be specified:
1305 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1306 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1307 default is using normal fading for menues and initial title screens,
1308 while using cross-fading for level set title screens
1309 * fixed bug with background not drawn in Hall of Fame after game was won
1312 * added configuration directives for the remaining main menu items
1315 * added additional configuration directives for info screen draw offset:
1316 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1317 * added additional configuration directives for preview info text
1318 * limited mouse wheel sensitive screen area to scrollable screen area
1321 * added highlighted menu text entries to menu navigation when selected
1324 * fixed bug that prevented player from correctly being created in the
1325 top left corner by a custom element change in a level without player
1326 * fixed bug that prevented player from being killed when indestructible,
1327 non-walkable element is placed on player position by extended change
1328 * added configurable menu button, text and input positions to main menu
1331 * added page fading effects for remaining info sub-screens
1332 * fixed small bug that caused some delays when answering door request
1335 * added directives "border.draw_masked.*" for menu/playfield area and
1336 door areas to display overlapping/masked borders from "global.border"
1339 * fixed bug with CE with move speed "not moving" not being animated
1340 * when changing player artwork by CE action, reset animation frame
1343 * fixed bug with not unmapping main menu screen gadgets on other screens
1344 * fixed bug with un-pausing a paused game by releasing still pressed key
1345 * fixed bug with not redrawing screen when toggling to/from fullscreen
1346 mode while fast reloading tape (without redrawing playfield contents)
1347 * fixed bug with quick-saving tape snapshot despite answering with "no"
1350 * version number set to 3.2.3
1353 * version 3.2.2 released
1356 * fixed bug with redrawing screen in fullscreen mode after quick tape
1357 reloading when using the EMC game engine
1358 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1361 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1364 * added engine snapshot functionality for instant tape reloading (this
1365 only works for the last tape saved using "quick save", and does not
1366 work across program restarts, because it completely works in memory)
1369 * version number set to 3.2.2
1372 * version 3.2.1 released
1375 * fixed nasty bugs with handling error message file on Mac OS X systems
1378 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1381 * fixed bug that caused broken tapes when manually appending to tapes
1382 using the "pause before death" functionality, followed by recording
1383 * added setup option to disable fading of screens for faster testing
1386 * code cleanup of new fading functions
1389 * changed behaviour after solved game -- do not immediately stop engine
1390 * added some more smooth screen fadings (game start, hall of fame etc.)
1393 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1396 * added configurable level preview position, tile size and dimensions
1397 * added configurable game panel value positions (gems, time, score etc.)
1400 * fixed small bug with time displayed incorrectly when collecting CEs
1403 * fixed bug with bumpy scrolling with EM engine in double player mode
1406 * added compatibility code to fix "Snake Bite" style levels that were
1407 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1410 * fixed bug with scrollbars inside editor when using the Windows mouse
1411 enhancement tool "True X-Mouse" (which injects key events to the event
1412 queue to insert selected stuff into the Windows clipboard, which gets
1413 confused with the "Insert" key for jumping to the last editor cascade
1414 block in the element list)
1415 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1416 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1419 * added selection of preferred fullscreen mode to setup / graphics menu
1420 (useful if default mode 800 x 600 does not match screen aspect ratio)
1423 * improved down-scaling of images for better editor and preview graphics
1424 * changed user data directory for Mac OS X from Unix style to new place
1427 * improved level number selection in main menu and player selection in
1428 setup menu (input devices section) by using standard button gadgets
1429 * added support for mouse scroll wheel (caused buggy behaviour before)
1430 * added support for scrolling horizontal scrollbars with mouse wheel by
1431 holding "Shift" key pressed while scrolling the wheel
1432 * added support for single step mouse wheel scrolling by holding "Alt"
1433 key pressed while scrolling the wheel (can be combined with "Shift")
1434 * changed output file "stderr.txt" on Windows platform now always to be
1435 created in the R'n'D sub-directory of the personal documents directory
1436 * added Windows message box to direct to "stderr.txt" after error aborts
1439 * improved general scrollbar handling (when jump-scrolling scrollbars)
1442 * changed scrollbars to always show last line as first after scrolling
1443 (that means jumping n - 1 screen lines instead of n screen lines)
1446 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1447 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1448 * fixed special handling of vertically stacked acid becoming fake acid
1451 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1452 affect multiple instances of the same CE, although this kind of
1453 change condition usually only affects one single custom element
1456 * version number set to 3.2.1
1459 * version 3.2.0 released
1462 * reorganized level editor element list a bit to match engines better
1465 * fixed newly introduced bug with wrongly initializing clipboard element
1468 * fixed bug with displaying visible/invisible level border in editor
1471 * reorganized some elements in the level editor element list
1474 * fixed bug with displaying any player as "yellow" when moving into acid
1475 * fixed bug with displaying running player when player stopped at border
1478 * fixed bug with player exploding when moving into acid
1479 * fixed bug with level settings being reset in editor and when playing
1480 (some compatibility settings being set not only after level loading)
1481 * fixed crash bug when number of custom graphic frames was set to zero
1482 * fixed bug with teleporting player on walkable tile not working anymore
1483 * added partial compatibility support for pre-release-only "CONF" chunk
1484 (to make Alan Bond's "color cycle" demo work again :-) )
1487 * fixed some bugs when displaying title screens from info screen menu
1488 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1491 * changed file major version to 3 to reflect level file format changes
1492 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1495 * added new chunk "NAME" to level file format for level name settings
1496 * added new chunk "NOTE" to level file format for envelope settings
1497 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1498 * updated magic(5) file to recognize changed and new level file chunks
1499 * removed change events "change when CE value/score changes" as unneeded
1502 * changed gravity (which only affects the player) from level property
1503 to player property (only makes a difference in multi-player levels)
1504 * added change events "change when CE value/score changes"
1505 * added change events "change when CE value/score changes of <element>"
1508 * added new chunk "INFO" to level file format for global level settings
1509 * added all element settings from "HEAD" chunk to "CONF" chunk
1510 * added all global level settings from "HEAD" chunk to "INFO" chunk
1513 * changed level file format by adding two new chunks "CUSX" (for custom
1514 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1515 elements, replacing the previous "GRP1" chunk); these new IFF style
1516 chunks use the new and flexible "micro chunks inside chunks" technique
1517 already used with the new "CONF" chunk (for normal element properties)
1518 which makes it possible to easily extend the existing level format
1519 (instead of using fixed-length chunks like before, which are either
1520 too big due to reserved bytes for future use, or too small when those
1521 reserved bytes have all been used and even more data should be stored,
1522 requiring the replacement by new and larger chunks just like it went
1523 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1526 * added credits pages to the "credits" section that were really missing
1527 * added some missing element descriptions to the level editor
1528 * added down position of switchgate switch to the level editor
1529 and allowed the use of both switch positions at the same time
1530 * changed use of "Insert" and "Delete" keys to navigate element list in
1531 level editor to start of previous or next cascading block of elements
1534 * added the possibility to view the title screen to the info screen menu
1535 * fixed some minor bugs with viewing title screens
1538 * fixed bug with title (cross)fading in/out when using fullscreen mode
1541 * fixed bug that forced re-defining of menu settings in local graphics
1542 config file which are already defined in existing base config file
1543 * fixed small bug that caused door sounds playing when music is enabled
1546 * added the possibility to define up to five title screens for each
1547 level set that are displayed after loading using (cross)fading in/out
1548 (this was added to display the various start images of the EMC sets)
1551 * added "CE score gets zero [of]" to custom element trigger conditions
1552 * added setup option to display element token name in level editor
1555 * added compatibility code for Juergen Bonhagen's menu artwork settings
1558 * fixed bug with displaying wrong animation frame 0 after CE changes
1559 * fixed bug with creating invisible elements when light switch is on
1562 * added selection between ECS and AGA graphics for EMC levels to setup
1565 * adjusted font handling for various narrow EMC style fonts
1568 * changed EM engine behaviour back to re-allow initial rolling springs
1571 * fixed handling of over-large selectboxes (less error-prone now)
1572 * fixed bug when creating GE with walkable element under the player
1575 * added use of "Insert" and "Delete" keys to navigate element list in
1576 level editor to start of custom elements or start of group elements
1577 * added virtual elements to access CE value and CE score of elements:
1578 - "CE value of triggering element"
1579 - "CE score of triggering element"
1580 - "CE value of current element"
1581 - "CE score of current element"
1584 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1587 * changed behaviour of network games with internal errors (because of
1588 different client frame counters) from immediately terminating R'n'D
1589 to displaying an error message requester and stopping only the game
1590 (also to prevent impression of crashes under non command-line runs)
1591 * fixed playing network games with the EMC engine (did not work before)
1592 * fixed bug with not scrolling the screen in multi-player mode with the
1593 focus on player 1 when all players are moving in different directions
1594 * fixed bug with keeping pointer to gadget even after its deallocation
1595 * fixed bug with allowing "focus on all players" in network games
1596 * fixed bug with player focus when playing tapes from network games
1599 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1602 * code cleanup for game action control for R'n'D and EMC game engine
1605 * fixed bug in multi-player movement with focus on both players
1606 * added option to control only the focussed player with all input
1609 * added player focus switching to level tape recording and re-playing
1612 * fixed some bugs in player focus switching in EMC and RND game engine
1615 * added special Supaplex animations for Murphy digging and snapping
1616 * added special Supaplex animations for Murphy being bored and sleeping
1619 * added four new yam yams with explicit start direction for EMC engine
1620 * fixed bug in src/libgame/text.c with printing text outside the window
1623 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1626 * added delayed ignition of EM style dynamite when used in R'n'D engine
1627 * added limited movement range to EMC engine when focus on all players
1630 * fixed bug with missing (zero) score values for native Supaplex levels
1633 * added "continuous snapping" (snapping many elements while holding the
1634 snap key pressed, without releasing the snap key after each element)
1635 as a new player setting for more compatibility with the classic games
1638 * finished scrolling for "focus on all players" in EMC graphics engine
1641 * level sets with "levels: 0" are ignored for levels, but not artwork
1642 * fixed bug when scanning empty level group directories (endless loop)
1645 * fixed bug with explosion graphic for player using "Murphy" graphic
1646 * fixed bug with explosion graphic if player leaves explosion in time
1647 * changed some descriptive text in setup menu to use medium-width font
1648 * added key shortcut settings for switching player focus to setup menu
1651 * fixed bug with random value initialization when recording tapes
1652 * fixed bug with playing single player tapes when team mode activated
1655 * fixed little bug when trying to switch to player that does not exist
1658 * added player switching (visual and quick) to R'n'D and EM game engine
1659 * added setup option to select visual or quick in-game player switching
1662 * added use of "Home" and "End" keys to handle element list in editor
1665 * fixed bug with adding score when playing tape with EMC game engine
1666 * added steel wall border for levels using EMC engine without border
1667 * finally fixed delayed scrolling in EMC engine also for small levels
1670 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1673 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1674 * fixed bug when displaying info element without action, but direction
1677 * fixed minor graphical problems with springs smashing and slurping
1678 (when using R'n'D style graphics instead of EMC style graphics)
1681 * added scroll delay (as configured in setup) to EMC graphics engine
1684 * improved screen redraw for EMC graphics engine (faster and smoother)
1685 * when not scrolling, do not redraw the whole playfield if not needed
1688 * added multi-player mode for EMC game engine (with up to four players)
1691 * added android (can clone elements) from EMC engine to R'n'D engine
1694 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1697 * added selectbox for initial player speed to player settings in editor
1700 * version 3.1.2 created that is basically version 3.1.1, but with a
1701 major bug fixed that prevented editing your own private levels
1702 * version 3.1.2 released
1705 * added magic ball (creates elements) from EMC engine to R'n'D engine
1708 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1711 * fixed bug when using "CE can leave behind <trigger element>"
1712 * added new change condition "(after/when) creation of <element>"
1713 * added new change condition "(after/when) digging <element>"
1714 * fixed bug accessing invalid gadget that caused crashes under Windows
1715 * deactivated new possibility for multiple CE changes per frame
1718 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1721 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1722 * fixed bug with not keeping CE value for moving CEs with only action
1723 * changed CE action selectboxes in editor to be only reset when needed
1726 * added option "use artwork from element" for custom player artwork
1727 * added option "use explosion from element" for player explosions
1730 * added cascaded element lists in the level editor
1731 * added persistence for cascaded element lists by "editorcascade.conf"
1732 * added dynamic element list with all elements used in current level
1733 * added possibility for multiple CE changes per frame (experimental)
1736 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1739 * changed "score for each 10 seconds/steps left" to "1 second/step"
1740 * added own score for collecting "extra time" instead of sharing it
1741 * added change events "switched by player" and "player switches <e>"
1742 * added change events "snapped by player" and "player snaps <e>"
1743 * added "set player artwork: <element choice>" to CE action options
1744 * added change event "move of <element>"
1747 * added "set player shield: off / normal / deadly" to CE action options
1748 * added new player option "use level start element" in level editor
1749 to set the correct focus at level start to elements from which the
1750 player is created later (this did not work before for cascaded CE
1751 changes resulting in creation of the player; it is now also possible
1752 to create the player from a yam yam which is smashed at level start)
1755 * added "set player speed: frozen (not moving)" to CE action options
1756 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1759 * added new player option "block snap field" (enabled by default) to
1760 make it possible to show a snapping animation like in Emerald Mine
1763 * added dynamic selectboxes to custom element action settings in editor
1764 * added "CE value" counter for custom elements (instead of "CE count")
1765 * added option to use the last "CE value" after custom element change
1766 * added option to use the "CE value" of other elements in CE actions
1767 * fixed odd behaviour when pressing time orb in levels w/o time limit
1768 * added checkbox "use time orb bug" for older levels that use this bug
1771 * added missing configuration settings for the following elements:
1772 - EL_TIMEGATE_SWITCH (time of open time gate)
1773 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1774 - EL_SHIELD_NORMAL (time of shield duration)
1775 - EL_SHIELD_DEADLY (time of shield duration)
1776 - EL_EXTRA_TIME (time added to level time)
1777 - EL_TIME_ORB_FULL (time added to level time)
1780 * added "wind direction" as a movement pattern for custom elements
1781 * added initial wind direction for balloon / custom elements to editor
1782 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1785 * added parameters for "game of life" and "biomaze" elements to editor
1788 * added level file chunk "CONF" for generic level and element settings
1791 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1794 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1795 * added sound action ".page[1]" to ".page[32]" for each CE change page
1798 * added image config suffix ".clone_from" to copy whole image settings
1799 * fixed bug with invalid ("undefined") CE settings in old level files
1802 * fixed graphical bug with smashing elements falling faster than player
1805 * fixed major bug which prevented private levels from being edited
1806 * fixed bug with precedence of general and special font definitions
1809 * fixed graphical bug with player animation when player moves slowly
1812 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1815 * fixed bug which prevented "global.num_toons: 0" from working
1818 * major code cleanup (removed all these annoying "#if 0" blocks)
1821 * added custom element actions for CE change page in level editor
1824 * fixed music initialization bug in init.c (thanks to David Binderman)
1825 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1826 (this bug must probably be fixed at other places, too)
1829 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1830 (should be '#include <SDL.h>' instead)
1833 * fixed bug which prevented "walkable from no direction" from working
1834 (due to compatibility code overwriting this setting after loading)
1837 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1840 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1841 * version 3.1.1 released
1844 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1845 on 64-bit architecture systems with LP64 data model
1848 * fixed bug with bombs not exploding when hitting the last level line
1849 (introduced after the release of 3.1.0)
1852 * added support for dumping small-sized level sketches from editor
1855 * added recognition of "trigger element" for "change digged element to"
1856 (this is not really what the "trigger element" was made for, but its
1857 use may seem obvious for leaving back digged elements unchanged)
1860 * fixed multiple warnings about failed joystick device initialization
1863 * fixed bug with dynamite dropped on top of just dropped custom element
1864 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1865 dynamite can still be dropped, but drop key must be released before
1868 * fixed bug with wrong start directory when started from file browser
1869 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1872 * fixed bug causing "change when impact" on player not working
1873 * fixed wrong priority of "hitting something" over "hitting <element>"
1874 * fixed wrong priority of "hit by something" over "hit by <element>"
1877 * fixed graphical bug which caused the player (being Murphy) to show
1878 collecting animations although the element was collected by penguin
1881 * fixed two bugs causing wrong door background graphics in system.c
1882 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1885 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1886 * added "no direction" to "walkable/passable from" selectbox options
1889 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1890 * in tape autoplay, not only report broken, but also missing tapes
1893 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1896 * fixed small bug with "linear" animation not working for active lamp
1899 * fixed bug with moving up despite gravity due to "block last field"
1900 * fixed small bug with wrong draw offset when typing name in main menu
1901 * when reading user names from "passwd", ignore data after first comma
1902 * when creating new "levelinfo.conf", only write some selected entries
1905 * fixed displaying "imported from/by" on preview with empty string
1906 * fixed ignoring draw offset for fonts used for level preview texts
1909 * fixed a delay problem with SDL and too many mouse motion events
1910 * added setup option "skip levels" and level skipping functionality
1913 * added move speed "not moving" for non-moving CEs, but with direction
1916 * fixed mapping of obsolete element token names in "editorsetup.conf"
1917 * fixed bug with sound "acid.splashing" treated as a loop sound
1918 * fixed some little sound bugs in native EM engine
1921 * fixed small bug when dragging scrollbars to end positions
1924 * added editor element descriptions written by Aaron Davidson
1927 * improved fallback handling when configured artwork is not available
1928 (now using default artwork instead of exiting when files not found)
1931 * fixed bug on level selection screen when dragging scrollbar
1934 * fixed bug which caused broken tapes when appending to EM engine tapes
1937 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1940 * added code to replace changed artwork config tokens with other tokens
1941 (needed for backwards compatibility, so that older tokens still work)
1944 * added native R'n'D graphics for some new EMC elements in EM engine
1947 * fixed some bugs in the EM engine integration code
1948 * changed EM engine code to allow diagonal movement
1949 * changed EM engine code to allow use of separate snap and drop keys
1952 * fixed some redraw bugs when using EM engine
1955 * fixed bug with not converting RND levels which are set to use native
1956 engine to native level structure when loading
1959 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1962 * version number set to 3.2.0
1965 * level data now reset to defaults after attempt to load invalid file
1968 * added use of "editorsetup.conf" for different level sets
1971 * added auto-detection for various types of Emerald Mine level files
1974 * fixed bug with scrollbars getting too small when list is very large
1977 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1980 * added most level editor configuration gadgets for new EMC elements
1983 * added more element and graphic definitions for new EMC elements
1986 * modified native EM engine to use integrated R'n'D sound system
1989 * added SDL support to graphics functions in native EM engine
1990 (by always using generic libgame interface functions)
1993 * fixed bug in frame synchronization in native EM engine
1996 * added code to convert levels between R'n'D and native EM engine
1999 * new Emerald Mine engine can now play levels selected in main menu
2002 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
2003 (which creates scaled down graphics for level editor and preview);
2004 there's still a memory leak somewhere in the artwork handling code
2005 * added "scale image up" functionality to X11 version of zoom function
2008 * first attempts to integrate new, native Emerald Mine Club engine
2011 * fixed bug in gadget code which caused reset of CEs in level editor
2012 (example: pressing 'b' [grab brush] on CE config page erased values)
2013 (solution: check if gadgets in ClickOnGadget() are really mapped)
2014 * improved level change detection in editor (settings now also checked)
2015 * fixed bug with "can move into acid" and "don't collide with" state
2018 * fixed maze runner style CEs to use the configured move delay value
2021 * added Aaron Davidson's tutorial level set to the "Tutorials" section
2024 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
2025 * fixed the above fix because it broke level set "machine" (*sigh*)
2026 * fixed random element placement in level editor to work as expected
2027 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
2030 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
2033 * fixed bug (missing array boundary check) which caused broken tapes
2034 * fixed bug (when loading level template) which caused broken levels
2035 * fixed bug with new block last field code when using non-yellow player
2038 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
2039 * internal change of how the player blocks the last field when moving
2040 * fixed blocking delay of last field for EM and SP style block delay
2041 * fixed bug where the player had to wait for the usual move delay after
2042 unsuccessfully trying to move, when he directly could move after that
2043 * the last two changes should make original Supaplex level 93 solvable
2044 * improved use of random number generator to make it less predictable
2045 * fixed behaviour of slippery SP elements to let slip left, then right
2048 * fixed bug with wrong door state after trying to quickload empty tape
2049 * fixed waste of static memory usage of the binary, making it smaller
2050 * fixed very little graphical bug in Supaplex explosion
2053 * version number set to 3.1.1
2056 * version 3.1.0 released
2059 * fixed bug with crash when writing user levelinfo.conf the first time
2062 * added option "convert LEVELDIR [NR]" to command line batch commands
2063 * re-converted Supaplex levels to apply latest engine fixes
2064 * changed "use graphic/sound of element" to "use graphic of element"
2065 due to compatibility problems with some levels ("bug machine" etc.)
2068 * fixed bug with CE change replacing player with same or other player
2071 * fixed bug with opaque font in envelope with background graphic when
2072 background graphic is not transparent itself
2075 * added "gravity on" and "gravity off" ports for Supaplex compatibility
2076 * corrected original Supaplex level loading code to use these new ports
2077 * also corrected Supaplex loader to auto-count infotrons if set to zero
2080 * fixed bug with missing initialization of "modified" flag for GEs
2083 * fixed bug that caused endless recursion loop when relocating player
2084 * fixed tape recorder bug in "step mode" when using "pause before end"
2085 * fixed tape recorder bug when changing from "warp forward" mode
2088 * fixed bug with "when touching" for pushed elements at last position
2091 * fixed bug that caused two activated toolbox buttons in level editor
2092 * fixed bug with exploding dynabomb under player due to other explosion
2095 * fixed bug with creating walkable custom element under player (again)
2096 * fixed bug with not copying explosion type when copying CEs in editor
2097 * fixed graphical bug when drawing player in setup menu (input devices)
2098 * fixed graphical bug when the player is pushing an accessible element
2099 * fixed bug with classic switchable elements triggering CE changes
2100 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2101 * fixed crash bug when CE leaves behind the trigger player element
2104 * fixed bug with broken tubes after placing/exploding dynamite in them
2105 * fixed bug with exploding dynamite under player due to other explosion
2106 * fixed bug with not resetting push delay under certain circumstances
2109 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2110 * added network multiplayer code for Windows (thanks to Niko Böhm)
2113 * added option "reachable despite gravity" for gravity movement
2114 * changed gravity movement of most classic walkable and passable
2115 elements back to "not reachable" (for compatibility reasons)
2118 * fixed (removed) "indestructible" / "can explode" dependency in editor
2119 * fixed (removed) "accessible inside" / "protected" dependency
2120 * fixed (removed) "step mode" / "shield time" dependency
2123 * fixed dynabombs exploding now into anything diggable
2124 * fixed Supaplex style gravity movement into buggy base now impossible
2125 * added pressing key "space" as valid action to select menu options
2128 * added "replace when walkable" to relocate player to walkable element
2129 * added "enter"/"leave" event for elements affected by relocation
2130 * fixed "direct"/"indirect" change order also for "when change" event
2131 * fixed graphical bug when pushing things from elements walkable inside
2134 * fixed graphic bug when player is snapping while moving in old levels
2135 * fixed bug when a moving custom element leaves a player element behind
2136 * fixed bug with mole not disappearing when moving into acid pool
2137 * fixed bug with incomplete path setting when using "--basepath" option
2138 * moving CE can now leave walkable elements behind under the player
2139 * when relocating, player can be set on walkable element now
2140 * fixed another gravity movement bug
2143 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2146 * added "collectible" and "removable" to extended replacement types
2147 (where "removable" replaces "diggable" and "collectible" elements)
2148 * added "collectible & throwable" (to throw element to the next field)
2149 * fixed bug with CEs digging elements that are just about to explode
2150 * changed mouse cursor now always being visible when game is paused
2153 * added possibility to push/press accessible elements from a side that
2155 * fixed bug with not setting actual date when appending to tape
2158 * fixed bug with incorrectly initialized custom element editor graphics
2161 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2162 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2165 * fixed bug with destroyed robot wheel still attracting robots forever
2166 * fixed bug with time gate switch deactivating after robot wheel time
2167 (while the time gate itself is not affected by this misbehaviour)
2168 * changed behaviour of BD style amoeba to always get blocked by player
2169 (before it was different when there were non-BD elements in level)
2170 * fixed bug with player destroying indestructable elements with shield
2173 * added option to make growing elements grow into anything diggable
2174 (for the various amoeba types, biomaze and "game of life")
2177 * fixed bug with movable elements not moving after left behind by CEs
2178 * changed gravity movement to anything diggable, not only sand/base
2179 * optionally allowing passing to walkable element, not only empty space
2180 * added option "can pass to walkable element" for players
2181 * finally fixed gravity movement (hopefully)
2184 * fixed bug with movable elements not moving anymore after falling down
2187 * fixed another bug with custom elements digging and leaving elements
2188 * fixed bug with "along left/right side" and automatic start direction
2189 * trigger elements now also displayed when "more custom" deactivated
2190 * fixed bug with clipboard element initialized when loading new level
2191 * added option "drop delay" to set delay before dropping next element
2194 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2197 * added copy and paste functions for custom change pages
2198 * enhanced graphical display and functionality of tape recorder
2199 * fixed bug with custom elements digging and leaving elements
2202 * added move speed faster than "very fast" for custom elements
2203 * fixed bug with 3+3 style explosions and missing border content
2204 * fixed little bug when copying custom elements in the editor
2205 * enhanced custom element changes by more side trigger actions
2208 * added option "no scrolling when relocating" for instant teleporting
2209 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2212 * added trigger element and trigger player to use as target elements
2213 * added copy and paste functions for custom and group elements
2216 * fixed graphical bug when displaying explosion animations
2217 * fixed bug when appending to tapes, resulting in broken tapes
2218 * re-recorded a few tapes broken by fixing gravity checking bug
2221 * "can move into acid" property now for all elements independently
2222 * "can fall into acid" property for player stored in same bitfield now
2223 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2224 * version number set to 3.1.0 (finally!)
2227 * changed tape recording to only record input, not programmed actions
2230 * fixed totally broken (every 8th frame skipped) step-by-step recording
2231 * fixed bug with requester not displayed when quick-loading interrupted
2232 * added option "can fall into acid (with gravity)" for players
2233 * fixed bug with player not falling when snapping down with gravity
2236 * fixed bug which messed up key config when using keypad number keys
2239 * fixed bug which allowed moving upwards even when gravity was active
2240 * fixed bug with missing error handling when dumping levels or tapes
2243 * added different colored editor graphics for Supaplex gravity tubes
2246 * fixed bug that allowed solvable tapes for unsolvable levels
2249 * use unlimited number of droppable elements when "count" set to zero
2250 * added option to use step limit instead of time limit for level
2253 * added player and change page as trigger for custom element change
2256 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2259 * fixed bug with dark yamyam changing to acid when moving over acid
2260 * fixed handling of levels with more than 999 seconds level time
2261 (example: level 76 of "Denmine")
2264 * "spring push bug" reintroduced as configurable element property
2265 * fixed bug with missing properties for "mole"
2266 * fixed bug that showed up when fixing the above "mole" properties bug
2267 * added option "can move into acid" for all movable elements
2268 * fixed graphical bug for elements moving into acid
2269 * changed event handling to handle all pending events before going on
2272 * fixed bug which caused all CE change pages to be ignored which had
2273 the same change event, but used a different element side
2274 (reported by Simon Forsberg)
2276 * fixed bug which caused elements that can move and fall and that are
2277 transported by a conveyor belt to continue moving into that direction
2278 after leaving the conveyor belt, regardless of their own movement
2279 type; only elements which can not move are transported now
2280 (reported by Simon Forsberg)
2282 * fixed bug which could cause an array overflow in RelocatePlayer()
2283 (reported by Niko Böhm)
2285 * changed Emerald Mine style "passable / over" elements to "protected"
2286 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2288 * added new option to select from which side a "walkable/passable"
2289 element can be entered
2292 * added explosion and ignition delay for elements that can explode
2295 * fixed bug which caused player not being protected against enemies
2296 when a CE was "walkable / inside" and was not "indestructible"
2297 * added "walkable/passable" fields to be "protected/unprotected"
2298 against enemies, even if not accessible "inside" but "over/under"
2301 * corrected move pattern to 32 bit and initial move direction to 8 bit
2304 * added second custom element base configuration page
2307 * added some special EMC mappings to Emerald Mine level loader
2308 (also covering previously unknown element in level 0 of "Bondmine 8")
2311 * added option to block last field when player is moving (for Supaplex)
2312 * adjusted push delay of Supaplex elements
2313 * removed delays for envelopes etc. when replaying with maximum speed
2314 * fixed bug when dropping element on a field that just changed to empty
2317 * fixed bug: infotrons can now smash yellow disks
2318 * fixed bug: when gravity active, port above player can now be entered
2319 * removed "one white dot" mouse pointer which irritated some people
2322 * added "choice type" for group element selection
2325 * fixed bug with initial invulnerability of non-yellow player
2328 * added level loader for loading native Supaplex packed levels
2329 (including multi-part levels like the "splvls99" levels)
2332 * fixed bug which allowed creating emeralds by escaping explosions
2335 * custom elements can change (limited) or leave (unlimited) elements
2336 * finally added multiple matches using group elements
2337 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2340 * added new start movement type "previous" for continued CE movement
2341 * added new start movement type "random" for random CE movement start
2344 * added new element "sokoban_field_player" needed for Sokoban levels
2345 (thanks to Ed Booker for pointing this out!)
2348 * added elements that can be digged or left behind by custom elements
2351 * added group elements for multiple matches and random element creation
2354 * fixed some graphical errors displayed in old levels
2357 * fixed wrong double speed movement after passing closing gates
2360 * added level loader for loading native Emerald Mine levels
2363 * changes for "shooting" style CE movement
2366 * Happy New Year! ;-)
2369 * changed default snap/drop keys from left/right Shift to Control keys
2372 * fixed bug with dead player getting reanimated from custom element
2375 * fixed bug with wrong penguin graphics (when entering exit)
2378 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2381 * version number set to 3.0.9
2384 * version 3.0.8 released
2387 * added function checked_free()
2390 * fixed bug with double nut cracking sound
2391 (by eliminating "default element action sound" assignment in init.c)
2394 * fixed crash when no music info files are available
2397 * fixed boring and sleeping sounds
2400 * added "maze runner" and "maze hunter" movement types
2401 * added extended collision conditions for custom elements
2404 * added warnings for undefined token values in artwork config files
2407 * added menu entry for level set information to the info screen
2410 * fixed bug with wrong default impact sound for colored emeralds
2413 * added several sub-screens for the info screen
2414 * menu text now also clickable (not only blue/red sphere left of it)
2417 * added configurable "bored" and "sleeping" animations for the player
2418 * added "awakening" sound for player when waking up after sleeping
2421 * added "copy" and "exchange" functions for custom elements to editor
2424 * added configurable element animations for info screen
2427 * added configurable music credits for info screen
2430 * finally fixed tape recording when player is created from CE change
2433 * added "editorsetup.conf" for editor element list configuration
2436 * added "musicinfo.conf" for menu and level music configuration
2439 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2440 (that only showed up on Linux, but not on Windows systems)
2443 * fixed turning movement of butterflies and fireflies (no frame reset)
2444 * enhanced sniksnak turning movement (two steps instead of only one)
2447 * version number set to 3.0.8
2450 * version 3.0.7 released
2453 * fixed reset of player animation frame when, for example,
2454 walking, digging or collecting share the same animation
2455 * fixed CE with "deadly when touching" exploding when touching amoeba
2458 * fixed tape recording when player is created from CE element change
2461 * introduced "turning..." action graphic for elements with move delay
2462 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2463 * added turning animations for bug, spaceship and sniksnak
2466 * prevent "extended" changed elements from delay change in same frame
2469 * fixed bug when pushing element that can move away to the side
2470 (like pushing falling elements, but now with moving elements)
2473 * finally fixed serious bug in code for delayed element pushing (again)
2476 * unavailable setup options now marked as "n/a" instead of "off"
2477 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2478 to "true", levels are always played with the latest game engine,
2479 which is desired for levels that are imported from other games; all
2480 other levels are played with the engine version stored in level file
2481 (which is normally the engine version the level was created with)
2484 * fixed serious bug in code for delayed element pushing
2485 * fixed little bug in animation frame selection for pushed elements
2486 * speed-up of reading config file for verbose output
2489 * added configuration option for opening and closing Supaplex exit
2490 * added configuration option for moving up/down animation for Murphy
2491 * fixed incorrectly displayed animation for attacking dragon
2492 * fixed bug with not setting initial gravity for each new game
2493 * fixed bug with teleportation of player by custom element change
2494 * fixed bug with player not getting smashed by rock sometimes
2497 * version number set to 3.0.7
2500 * version 3.0.6 released
2503 * added support for MP3 music for SDL version through SMPEG library
2506 * fixed bug when initializing font graphic structure
2507 * fixed bug with animation mode "pingpong" when using only 1 frame
2508 * fixed bug with extended change target introduced in 3.0.5
2509 * fixed bug where passing over moving element doubles player speed
2510 * fixed bug with elements continuing to move into push direction
2511 * fixed bug with duplicated player when dropping bomb with shield on
2512 * added "switching" event for custom elements ("pressing" only once)
2513 * fixed switching bug (resetting flag when not switching but not idle)
2516 * fixed element tokens for certain file elements with ".active" etc.
2519 * version number set to 3.0.6
2522 * version 3.0.5 released
2525 * now four envelope elements available
2526 * font, background, animation and sound for envelope now configurable
2527 * main menu doors opening/closing animation type now configurable
2530 * active/inactive sides configurable for custom element changes
2531 * new movement type "move when pushed" available for custom elements
2534 * fixed bug in multiple config pages loader code that caused crashes
2537 * enhanced (remaining low-resolution) Supaplex graphics
2540 * version number set to 3.0.5
2543 * version 3.0.4 released
2545 2003-09-12 src/tools.c
2546 * fixed bug in custom definition of crumbled element graphics
2548 2003-09-11 src/files.c
2549 * fixed bug in multiple config pages code that caused crashes
2552 * version number set to 3.0.4
2555 * version 3.0.3 released
2558 * added music to Supaplex classic level set
2560 2003-09-07 src/libgame/misc.c
2561 * added support for loading various music formats through SDL_mixer
2563 2003-09-06 (various source files)
2564 * fixed several nasty bugs that may have caused crashes on some systems
2565 * added envelope content which gets displayed when collecting envelope
2566 * added multiple change event pages for custom elements
2568 2003-08-24 src/game.c
2569 * fixed problem with player animation when snapping and moving
2571 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2572 * fixed problem with flickering when drawing toon animations
2574 2003-08-23 src/libgame/sdl.c
2575 * fixed problem with setting mouse cursor in SDL version in fullscreen
2577 2003-08-23 src/game.c
2578 * fixed bug (missing array boundary check) which could crash the game
2581 * version number set to 3.0.3
2584 * version 3.0.2 released
2586 2003-08-21 src/game.c
2587 * fixed bug with creating inaccessible elements at player position
2589 2003-08-20 src/init.c
2590 * fixed bug with not finding current level artwork directory
2592 2003-08-20 src/files.c
2593 * fixed bug with choosing wrong engine version when playing tapes
2594 * fixed bug with messing up custom element properties in 3.0.0 levels
2597 * version number set to 3.0.2
2600 * version 3.0.1 released
2602 2003-08-17 (no source files affected)
2603 * changed all "classic" PCX image files with 16 colors or less to
2604 256 color (8 bit) storage format, because the Allegro game library
2605 cannot handle PCX files with less than 256 colors (contributed
2606 graphics are not affected and might look wrong in the DOS version)
2608 2003-08-16 src/init.c
2609 * fixed bug which (for example) crashed the level editor when defining
2610 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2611 (only set to default) -- invalid graphics now set to default graphic
2613 2003-08-16 src/init.c
2614 * fixed graphical bug of player digging/collecting/snapping element
2615 when no corresponding graphic/animation is defined for this action,
2616 resulting in player being drawn as EL_EMPTY (which should only be
2617 done to elements being collected, but not to the player)
2619 2003-08-16 src/game.c
2620 * fixed small graphical bug of player not totally moving into exit
2622 2003-08-16 src/libgame/setup.c
2623 * fixed bug with wrong MS-DOS 8.3 filename conversion
2625 2003-08-16 src/tools.c
2626 * fixed bug with invisible mouse cursor when pressing ESC while playing
2628 2003-08-16 (various source files)
2629 * added another 128 custom elements (disabled in editor by default)
2631 2003-08-16 src/editor.c
2632 * fixed NULL string bug causing Solaris to crash in sprintf()
2634 2003-08-16 src/screen.c
2635 * fixed drawing over scrollbar on level selection with custom fonts
2637 2003-08-15 src/game.c
2638 * cleanup of simple sounds / loop sounds / music settings
2640 2003-08-08 (various source files)
2641 * added custom element property for dropping collected elements
2643 2003-08-08 src/conf_gfx.c
2644 * fixed bug with missing graphic for active red disk bomb
2646 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2647 * extended variable "level.gravity" to "level.initial_gravity" and
2648 "game.current_gravity" to prevent level setting from being changed
2649 by playing the level (keeping the runtime value after playing)
2651 * fixed graphics bug when digging element that has 'crumbled' graphic
2652 definition, but not 'diggable' graphic definition
2655 * version number set to 3.0.1
2658 * version 3.0.0 released
2661 * various bug fixes; among others:
2662 - fixed bug with pushing spring over empty space
2663 - fixed bug with leaving tube while placing dynamite
2664 - fixed bug with explosion of smashed penguins
2665 - allow Murphy player graphic in levels with non-Supaplex elements
2669 * I have forgotten to document changes for some time
2672 * pre-release version 2.2.0rc1 released
2674 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2675 * Level series artwork now configurable via level series config file.
2676 "levelinfo.conf" may now contain directives "graphics_set",
2677 "sounds_set" and "music_set" to select artwork sets which are
2678 globally defined or which are included into other level series.
2681 * version number set to 2.1.2
2684 * version 2.1.1 released
2686 2002-08-10 src/libgame/system.h
2687 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2688 and keypad enter key -- Macs seem not to distinguish between left
2689 and right modifier keys (both generate scan code for left key). :-(
2691 2002-08-10 src/libgame/sound.c
2692 * Fixed small NetBSD compilation bug.
2693 Thanks to Adam Ciarcinski for the bug report.
2695 2002-08-10 src/libgame/sound.c
2696 * Added support for audio device "/dev/sound/dsp" (devfs).
2697 Thanks to Christoph Bauer for the corresponding report.
2699 2002-08-10 src/libgame/sound.c
2700 * Bug fixed that caused regular crashes under SDL/Windows version.
2701 Mixer_InsertSound(): Always stop music before playing new music,
2702 else "mixer_active_channels" can get fucked up.
2703 Thanks to Keith Peterston for the bug report.
2706 * version number set to 2.1.1
2709 * version 2.1.0 released
2711 2002-05-31 src/libgame/image.c
2712 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2713 and "image" after converting loaded PCX image file to X11 Pixmap.
2714 This really showed up when reloading custom artwork several times.
2716 2002-05-20 src/libgame/sound.c
2717 * added support for 16 bit WAV sound files
2720 * version number set to 2.1.0
2722 2002-04-03 to 2002-05-19 (various source files)
2723 * graphics, sounds and music now fully configurable
2724 * bug fixed that prevented walking through tubes when gravity on
2725 * added support for TrueColor PCX graphics files
2726 * enhanced sound system (especially regarding stereo and loop sounds)
2728 2002-04-02 src/events.c, src/editor.c
2729 * Make Escape key less aggressive when playing or when editing level.
2730 This can be configured as an option in the setup menu. (Default is
2731 "less aggressive" which means "ask user if something can be lost"
2732 when pressing the Escape key.)
2734 2002-04-02 src/screen.c
2735 * Added "graphics setup" screen.
2737 2002-04-01 src/screen.c
2738 * Changed "choose level" setup screen stuff to be more generic (to
2739 make it easier to add more "choose from generic tree" setup screens).
2741 2002-04-01 src/config.c, src/timestamp.h
2742 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2743 automatically gets created by "src/Makefile" and contains an actual
2744 compile-time timestamp to identify development versions of the game).
2746 2002-04-01 src/libgame/misc.c
2747 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2748 for orthogonality. When really needed, this function must be
2749 extended accordingly (analog to "getKeyFromX11KeyName()").
2751 2002-04-01 src/libgame/setup.c
2752 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2753 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2754 (This was needed for custom key setup handling in "src/screens.c".)
2756 2002-03-31 src/tape.c, src/events.c
2757 * Added quick game/tape save/load functions to tape stuff which can be
2758 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2759 loads previously recorded tape and directly goes into recording mode
2760 from the end of the tape (therefore appending to the tape).
2762 2002-03-31 src/tape.c
2763 * Added "index mark" function to tape recorder. When playing or
2764 recording, "eject" button changes to "index" button. Setting index
2765 mark is not yet implemented, but pressing index button when playing
2766 allows very quick advancing to end of tape (when normal playing),
2767 very fast forward mode (when playing with normal fast forward) or
2768 very fast reaching of "pause before end of tape" (when playing with
2769 "pause before end" playing mode).
2771 2002-03-30 src/cartoons.c
2772 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2774 2002-03-30 src/libgame/toons.c
2775 * New libgame source file "toons.c" for the program independant part
2778 2002-03-29 src/screen.c
2779 * Changed setup screen stuff to be more generic (to make it easier
2780 to add more setup screens).
2782 2002-03-29 src/libgame/setup.c
2783 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2784 with level sub-directories are recognized, but also directories
2785 that directly contain level files.
2787 2002-03-29 src/libgame/sound.c
2788 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2789 (This was a bug that showed up only when in mono audio mode.)
2791 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2792 * Changed image loading code to not exit on error, but set error by
2793 using "SetError()" accordingly. Image loading errors must now be
2794 catched by above layers (src/init.c for example).
2796 2002-03-24 src/libgame/misc.c
2797 * New functions "SetError()" and "GetError()" to provide more
2798 flexible error handling.
2800 2002-03-23 src/main.c, src/main.h
2801 * Various changes due to the introduction of the new libgame files
2802 "setup.c" and "joystick.c".
2804 2002-03-23 src/files.c
2805 * Generic parts of "src/files.c" (mainly setup and level directory
2806 stuff) moved to new libgame file "src/libgame/setup.c".
2808 2002-03-23 src/joystick.c
2809 * File "src/joystick.c" moved to libgame source tree, with
2810 correspondig changes.
2812 2002-03-23 src/libgame/system.c, src/libgame/system.h
2813 * Various changes due to the introduction of the new files "setup.c"
2816 2002-03-23 src/libgame/setup.c
2817 * New libgame source file "setup.c" that contains now most setup and
2818 level directory stuff previously handled in "src/files.c".
2820 2002-03-23 src/libgame/joystick.c
2821 * New libgame source file "joystick.c" that contains now all joystick
2822 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2824 2002-03-22 src/screens.c
2825 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2826 (Wrong level series information displayed when entering main group.)
2828 2002-03-22 src/editor.c
2829 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2831 2002-03-22 src/editor.c
2832 * Changed behaviour of "Escape" key in level editor to be more
2833 intuitive: When in "Element Properties" or "Level Info" mode,
2834 return to "Drawing Mode" instead of leaving the level editor.
2836 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2837 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2838 to specify alternative sound and music directories. (The former
2839 shortcut "-s" for "--serveronly" has changed accordingly.)
2841 2002-03-22 src/libgame/gadgets.c
2842 * Added new gadget events for displaying gadget info texts:
2843 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2844 the info text callback function was only called when entering
2845 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2846 was never erased. This can now be done by checking the event type
2847 in the info callback function.
2849 2002-03-21 src/game.c, src/editor.c, src/files.c
2850 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2851 gems (emeralds, diamonds, ...) slipping down from normal wall,
2852 steel wall and growing wall (as in E.M.C. style levels). Although
2853 the behaviour of contributed and private levels wasn't changed (due
2854 to the use of "level.game_version"; see previous entry), editing
2855 those levels will (of course) change the behaviour accordingly.
2857 This change seems a bit too hard after thinking about it, because
2858 the EM style behaviour is not the "expected" behaviour (gems would
2859 normally only slip down from "rounded" walls). Therefore this was
2860 now changed to an element property for gem style elements, with the
2861 default setting "off" (which means: no special EM style behaviour).
2862 To fix older converted levels, this flag is set to "on" for pre-2.0
2863 levels that are neither contributed nor private levels.
2865 2002-03-20 src/files.h
2866 * Corrected settings for "level.game_version" depending of level type.
2867 (Contributed and private levels always get played with game engine
2868 version they were created with, while converted levels always get
2869 played with the most recent version of the game engine, to let new
2870 corrections of the emulation behaviour take effect.)
2872 2002-03-20 src/main.h
2873 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2874 compiling the SDL version on some systems.
2875 Thanks to the several people who pointed this out.
2877 2002-03-20 src/libgame/gadgets.c
2878 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2879 this caused problems especially on PowerPC architecture (although
2880 it is wrong on i386 and other architectures, too)
2882 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2883 * Added support for loading and displaying true-color PCX files.
2885 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2886 * Added command line option "-g" / "--graphics" to specify an
2887 alternative graphics directory.
2890 * Version number set to 2.0.2.
2893 * Version 2.0.1 released.
2895 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2896 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2897 to libgame source files; needed for SDL fullscreen bug workaround
2900 2002-03-18 src/screens.c
2901 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2903 2002-03-18 src/files.c [src/libgame/misc.c]
2904 * Moved some common functions from src/files.c to src/libgame/misc.c.
2906 2002-03-18 src/files.c [src/libgame/misc.c]
2907 * Changed permissions for new directories and saved files (especially
2908 score files) according to suggestions of Debian users and mantainers.
2909 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2911 2002-03-18 src/libgame/misc.c [src/files.c]
2912 * Moved some common functions from src/files.c to src/libgame/misc.c.
2914 2002-03-18 src/libgame/misc.c [src/files.c]
2915 * Changed permissions for new directories and saved files (especially
2916 score files) according to suggestions of Debian users and mantainers.
2917 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2919 2002-03-17 src/files.c
2920 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2921 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2922 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2923 for levels and "TAPE" for tapes). Old "cookie" style format is
2924 still supported for reading. New level and tape files are written
2927 * New IFF chunk "VERS" contains version numbers for file and game
2928 (where "game version" is the version of the program that wrote the
2929 file, and "file version" is a version number to distinguish files
2930 with different format, for example after adding new features).
2932 2002-03-17 src/libgame/sound.c
2933 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2934 even when sound not available.
2935 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2937 2002-03-15 src/screen.c
2938 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2939 (Before, you heard a mixture of the in-game music and the
2940 hall-of-fame music.)
2942 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2943 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2944 /dev/audio (ulaw) based Unix audio interface).
2945 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2947 2002-03-15 src/libgame/sdl.c
2948 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2949 in the currently actual version 1.2.3) by using "standard" screen
2950 resolutions like 800x600 and mapping all input (mouse events) and
2951 output (screen drawing) accordingly.
2953 2002-03-14 src/events.c
2954 * Function "DumpTape()" (files.c) now available by pressing 't' from
2955 main menu (when in DEBUG mode).
2957 2002-03-14 src/game.c
2958 * "GameWon()": When game was won playing a tape, now there is no delay
2959 raising the score and no corresponding sound is played.
2961 2002-03-14 src/files.c
2962 * Changed "LoadTape()" for real chunk support and also adjusted
2963 "SaveTape()" accordingly.
2965 2002-03-14 src/game.c, src/tape.c, src/files.c
2966 * Important changes to tape format: The old tape format stored all
2967 actions with a real effect with a corresponding delay between the
2968 stored actions. This had some major disadvantages (for example,
2969 push delays had to be ignored, pressing a button for some seconds
2970 mutated to several single button presses because of the non-action
2971 delays between two action frames etc.). The new tape format just
2972 stupidly records all device actions and replays them later. I really
2973 don't know why I haven't solved it that way before?! Old-style tapes
2974 (with tape file version less than 2.0) get converted to the new
2975 format on-the-fly when loading and can therefore still be played;
2976 only some minor parts of the old-style tape handling code was needed.
2977 (A perfect conversion is not possible, because there is information
2978 missing about the device actions between two action frames.)
2980 2002-03-14 src/files.c
2981 * New function "DumpTape()" to dump the contents of the current tape
2982 in a human readable format.
2984 2002-03-14 src/game.c
2985 * Small tape bug fixed: When automatically advancing to next level
2986 after a game was won, the tape from the previous level still was
2987 loaded as a tape for the new level.
2989 2002-03-14 src/tape.c
2990 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2991 tape, cartoons did not get completely removed because
2992 StopAnimation() was not called.
2994 2002-03-13 src/files.c
2995 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2996 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2997 size even when using 16-bit elements). Added new chunk "CNT2" for
2998 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2999 chunk even when content was 16-bit element). "CNT2" should now be
3000 able to store content for arbitrary elements (up to eight blocks of
3001 3 x 3 element arrays). All "CNT2" elements will always be stored as
3002 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
3004 2002-03-13 src/files.c
3005 * Changed "LoadLevel()" for real chunk support.
3007 2002-03-12 src/game.c
3008 * Fixed problem (introduced after 2.0.0 release) with penguins
3009 not getting killed by enemies
3011 2002-02-28 src/libgame/sound.c
3012 * Fixed small problem with new SDL_Mixer 1.2.1:
3013 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
3014 or it has no effect.
3016 2002-02-24 src/game.c, src/main.h
3017 * Added "player->is_moving"; now "player->last_move_dir" does
3018 not contain any information if the player is just moving at
3020 Before, "player->last_move_dir" was misused for this purpose
3021 for the robot stuff (robots don't kill players when they are
3022 moving). But setting "player->last_move_dir" to MV_NO_MOVING
3023 broke tapes when walking through pipes!
3024 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
3025 in a continuous movement. This fact is ignored for friends and