2 * fixed bug (missing array boundary check) which caused broken tapes
3 * fixed bug (when loading level template) which caused broken levels
4 * fixed bug with new block last field code when using non-yellow player
7 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
8 * internal change of how the player blocks the last field when moving
9 * fixed blocking delay of last field for EM and SP style block delay
10 * fixed bug where the player had to wait for the usual move delay after
11 unsuccessfully trying to move, when he directly could move after that
12 * the last two changes should make original Supaplex level 93 solvable
13 * improved use of random number generator to make it less predictable
14 * fixed behaviour of slippery SP elements to let slip left, then right
17 * fixed bug with wrong door state after trying to quickload empty tape
18 * fixed waste of static memory usage of the binary, making it smaller
19 * fixed very little graphical bug in Supaplex explosion
22 * version number set to 3.1.1
25 * version 3.1.0 released
28 * fixed bug with crash when writing user levelinfo.conf the first time
31 * added option "convert LEVELDIR [NR]" to command line batch commands
32 * re-converted Supaplex levels to apply latest engine fixes
33 * changed "use graphic/sound of element" to "use graphic of element"
34 due to compatibility problems with some levels ("bug machine" etc.)
37 * fixed bug with CE change replacing player with same or other player
40 * fixed bug with opaque font in envelope with background graphic when
41 background graphic is not transparent itself
44 * added "gravity on" and "gravity off" ports for Supaplex compatibility
45 * corrected original Supaplex level loading code to use these new ports
46 * also corrected Supaplex loader to auto-count infotrons if set to zero
49 * fixed bug with missing initialization of "modified" flag for GEs
52 * fixed bug that caused endless recursion loop when relocating player
53 * fixed tape recorder bug in "step mode" when using "pause before end"
54 * fixed tape recorder bug when changing from "warp forward" mode
57 * fixed bug with "when touching" for pushed elements at last position
60 * fixed bug that caused two activated toolbox buttons in level editor
61 * fixed bug with exploding dynabomb under player due to other explosion
64 * fixed bug with creating walkable custom element under player (again)
65 * fixed bug with not copying explosion type when copying CEs in editor
66 * fixed graphical bug when drawing player in setup menu (input devices)
67 * fixed graphical bug when the player is pushing an accessible element
68 * fixed bug with classic switchable elements triggering CE changes
69 * fixed bug with entering/leaving walkable element in RelocatePlayer()
70 * fixed crash bug when CE leaves behind the trigger player element
73 * fixed bug with broken tubes after placing/exploding dynamite in them
74 * fixed bug with exploding dynamite under player due to other explosion
75 * fixed bug with not resetting push delay under certain circumstances
78 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
79 * added network multiplayer code for Windows (thanks to Niko Böhm)
82 * added option "reachable despite gravity" for gravity movement
83 * changed gravity movement of most classic walkable and passable
84 elements back to "not reachable" (for compatibility reasons)
87 * fixed (removed) "indestructible" / "can explode" dependency in editor
88 * fixed (removed) "accessible inside" / "protected" dependency
89 * fixed (removed) "step mode" / "shield time" dependency
92 * fixed dynabombs exploding now into anything diggable
93 * fixed Supaplex style gravity movement into buggy base now impossible
94 * added pressing key "space" as valid action to select menu options
97 * added "replace when walkable" to relocate player to walkable element
98 * added "enter"/"leave" event for elements affected by relocation
99 * fixed "direct"/"indirect" change order also for "when change" event
100 * fixed graphical bug when pushing things from elements walkable inside
103 * fixed graphic bug when player is snapping while moving in old levels
104 * fixed bug when a moving custom element leaves a player element behind
105 * fixed bug with mole not disappearing when moving into acid pool
106 * fixed bug with incomplete path setting when using "--basepath" option
107 * moving CE can now leave walkable elements behind under the player
108 * when relocating, player can be set on walkable element now
109 * fixed another gravity movement bug
112 * uploaded pre-release (test) version 3.1.0-2 binary and source code
115 * added "collectible" and "removable" to extended replacement types
116 (where "removable" replaces "diggable" and "collectible" elements)
117 * added "collectible & throwable" (to throw element to the next field)
118 * fixed bug with CEs digging elements that are just about to explode
119 * changed mouse cursor now always being visible when game is paused
122 * added possibility to push/press accessible elements from a side that
124 * fixed bug with not setting actual date when appending to tape
127 * fixed bug with incorrectly initialized custom element editor graphics
130 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
131 - number of levels corrected from 18 to 17 in "levelinfo.conf"
134 * fixed bug with destroyed robot wheel still attracting robots forever
135 * fixed bug with time gate switch deactivating after robot wheel time
136 (while the time gate itself is not affected by this misbehaviour)
137 * changed behaviour of BD style amoeba to always get blocked by player
138 (before it was different when there were non-BD elements in level)
139 * fixed bug with player destroying indestructable elements with shield
142 * added option to make growing elements grow into anything diggable
143 (for the various amoeba types, biomaze and "game of life")
146 * fixed bug with movable elements not moving after left behind by CEs
147 * changed gravity movement to anything diggable, not only sand/base
148 * optionally allowing passing to walkable element, not only empty space
149 * added option "can pass to walkable element" for players
150 * finally fixed gravity movement (hopefully)
153 * fixed bug with movable elements not moving anymore after falling down
156 * fixed another bug with custom elements digging and leaving elements
157 * fixed bug with "along left/right side" and automatic start direction
158 * trigger elements now also displayed when "more custom" deactivated
159 * fixed bug with clipboard element initialized when loading new level
160 * added option "drop delay" to set delay before dropping next element
163 * uploaded pre-release (test) version 3.1.0-1 binary and source code
166 * added copy and paste functions for custom change pages
167 * enhanced graphical display and functionality of tape recorder
168 * fixed bug with custom elements digging and leaving elements
171 * added move speed faster than "very fast" for custom elements
172 * fixed bug with 3+3 style explosions and missing border content
173 * fixed little bug when copying custom elements in the editor
174 * enhanced custom element changes by more side trigger actions
177 * added option "no scrolling when relocating" for instant teleporting
178 * uploaded pre-release (test) version 3.1.0-0 binary and source code
181 * added trigger element and trigger player to use as target elements
182 * added copy and paste functions for custom and group elements
185 * fixed graphical bug when displaying explosion animations
186 * fixed bug when appending to tapes, resulting in broken tapes
187 * re-recorded a few tapes broken by fixing gravity checking bug
190 * "can move into acid" property now for all elements independently
191 * "can fall into acid" property for player stored in same bitfield now
192 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
193 * version number set to 3.1.0 (finally!)
196 * changed tape recording to only record input, not programmed actions
199 * fixed totally broken (every 8th frame skipped) step-by-step recording
200 * fixed bug with requester not displayed when quick-loading interrupted
201 * added option "can fall into acid (with gravity)" for players
202 * fixed bug with player not falling when snapping down with gravity
205 * fixed bug which messed up key config when using keypad number keys
208 * fixed bug which allowed moving upwards even when gravity was active
209 * fixed bug with missing error handling when dumping levels or tapes
212 * added different colored editor graphics for Supaplex gravity tubes
215 * fixed bug that allowed solvable tapes for unsolvable levels
218 * use unlimited number of droppable elements when "count" set to zero
219 * added option to use step limit instead of time limit for level
222 * added player and change page as trigger for custom element change
225 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
228 * fixed bug with dark yamyam changing to acid when moving over acid
229 * fixed handling of levels with more than 999 seconds level time
230 (example: level 76 of "Denmine")
233 * "spring push bug" reintroduced as configurable element property
234 * fixed bug with missing properties for "mole"
235 * fixed bug that showed up when fixing the above "mole" properties bug
236 * added option "can move into acid" for all movable elements
237 * fixed graphical bug for elements moving into acid
238 * changed event handling to handle all pending events before going on
241 * fixed bug which caused all CE change pages to be ignored which had
242 the same change event, but used a different element side
243 (reported by Simon Forsberg)
245 * fixed bug which caused elements that can move and fall and that are
246 transported by a conveyor belt to continue moving into that direction
247 after leaving the conveyor belt, regardless of their own movement
248 type; only elements which can not move are transported now
249 (reported by Simon Forsberg)
251 * fixed bug which could cause an array overflow in RelocatePlayer()
252 (reported by Niko Böhm)
254 * changed Emerald Mine style "passable / over" elements to "protected"
255 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
257 * added new option to select from which side a "walkable/passable"
258 element can be entered
261 * added explosion and ignition delay for elements that can explode
264 * fixed bug which caused player not being protected against enemies
265 when a CE was "walkable / inside" and was not "indestructible"
266 * added "walkable/passable" fields to be "protected/unprotected"
267 against enemies, even if not accessible "inside" but "over/under"
270 * corrected move pattern to 32 bit and initial move direction to 8 bit
273 * added second custom element base configuration page
276 * added some special EMC mappings to Emerald Mine level loader
277 (also covering previously unknown element in level 0 of "Bondmine 8")
280 * added option to block last field when player is moving (for Supaplex)
281 * adjusted push delay of Supaplex elements
282 * removed delays for envelopes etc. when replaying with maximum speed
283 * fixed bug when dropping element on a field that just changed to empty
286 * fixed bug: infotrons can now smash yellow disks
287 * fixed bug: when gravity active, port above player can now be entered
288 * removed "one white dot" mouse pointer which irritated some people
291 * added "choice type" for group element selection
294 * fixed bug with initial invulnerability of non-yellow player
297 * added level loader for loading native Supaplex packed levels
298 (including multi-part levels like the "splvls99" levels)
301 * fixed bug which allowed creating emeralds by escaping explosions
304 * custom elements can change (limited) or leave (unlimited) elements
305 * finally added multiple matches using group elements
306 * added shortcut to dump brush (type ":DB" in editor) for use in forum
309 * added new start movement type "previous" for continued CE movement
310 * added new start movement type "random" for random CE movement start
313 * added new element "sokoban_field_player" needed for Sokoban levels
314 (thanks to Ed Booker for pointing this out!)
317 * added elements that can be digged or left behind by custom elements
320 * added group elements for multiple matches and random element creation
323 * fixed some graphical errors displayed in old levels
326 * fixed wrong double speed movement after passing closing gates
329 * added level loader for loading native Emerald Mine levels
332 * changes for "shooting" style CE movement
335 * Happy New Year! ;-)
338 * changed default snap/drop keys from left/right Shift to Control keys
341 * fixed bug with dead player getting reanimated from custom element
344 * fixed bug with wrong penguin graphics (when entering exit)
347 * fixed bug with wrong "Murphy" graphics (when digging etc.)
350 * version number set to 3.0.9
353 * version 3.0.8 released
356 * added function checked_free()
359 * fixed bug with double nut cracking sound
360 (by eliminating "default element action sound" assignment in init.c)
363 * fixed crash when no music info files are available
366 * fixed boring and sleeping sounds
369 * added "maze runner" and "maze hunter" movement types
370 * added extended collision conditions for custom elements
373 * added warnings for undefined token values in artwork config files
376 * added menu entry for level set information to the info screen
379 * fixed bug with wrong default impact sound for colored emeralds
382 * added several sub-screens for the info screen
383 * menu text now also clickable (not only blue/red sphere left of it)
386 * added configurable "bored" and "sleeping" animations for the player
387 * added "awakening" sound for player when waking up after sleeping
390 * added "copy" and "exchange" functions for custom elements to editor
393 * added configurable element animations for info screen
396 * added configurable music credits for info screen
399 * finally fixed tape recording when player is created from CE change
402 * added "editorsetup.conf" for editor element list configuration
405 * added "musicinfo.conf" for menu and level music configuration
408 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
409 (that only showed up on Linux, but not on Windows systems)
412 * fixed turning movement of butterflies and fireflies (no frame reset)
413 * enhanced sniksnak turning movement (two steps instead of only one)
416 * version number set to 3.0.8
419 * version 3.0.7 released
422 * fixed reset of player animation frame when, for example,
423 walking, digging or collecting share the same animation
424 * fixed CE with "deadly when touching" exploding when touching amoeba
427 * fixed tape recording when player is created from CE element change
430 * introduced "turning..." action graphic for elements with move delay
431 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
432 * added turning animations for bug, spaceship and sniksnak
435 * prevent "extended" changed elements from delay change in same frame
438 * fixed bug when pushing element that can move away to the side
439 (like pushing falling elements, but now with moving elements)
442 * finally fixed serious bug in code for delayed element pushing (again)
445 * unavailable setup options now marked as "n/a" instead of "off"
446 * new boolean directive "latest_engine" for "levelinfo.conf": when set
447 to "true", levels are always played with the latest game engine,
448 which is desired for levels that are imported from other games; all
449 other levels are played with the engine version stored in level file
450 (which is normally the engine version the level was created with)
453 * fixed serious bug in code for delayed element pushing
454 * fixed little bug in animation frame selection for pushed elements
455 * speed-up of reading config file for verbose output
458 * added configuration option for opening and closing Supaplex exit
459 * added configuration option for moving up/down animation for Murphy
460 * fixed incorrectly displayed animation for attacking dragon
461 * fixed bug with not setting initial gravity for each new game
462 * fixed bug with teleportation of player by custom element change
463 * fixed bug with player not getting smashed by rock sometimes
466 * version number set to 3.0.7
469 * version 3.0.6 released
472 * added support for MP3 music for SDL version through SMPEG library
475 * fixed bug when initializing font graphic structure
476 * fixed bug with animation mode "pingpong" when using only 1 frame
477 * fixed bug with extended change target introduced in 3.0.5
478 * fixed bug where passing over moving element doubles player speed
479 * fixed bug with elements continuing to move into push direction
480 * fixed bug with duplicated player when dropping bomb with shield on
481 * added "switching" event for custom elements ("pressing" only once)
482 * fixed switching bug (resetting flag when not switching but not idle)
485 * fixed element tokens for certain file elements with ".active" etc.
488 * version number set to 3.0.6
491 * version 3.0.5 released
494 * now four envelope elements available
495 * font, background, animation and sound for envelope now configurable
496 * main menu doors opening/closing animation type now configurable
499 * active/inactive sides configurable for custom element changes
500 * new movement type "move when pushed" available for custom elements
503 * fixed bug in multiple config pages loader code that caused crashes
506 * enhanced (remaining low-resolution) Supaplex graphics
509 * version number set to 3.0.5
512 * version 3.0.4 released
514 2003-09-12 src/tools.c
515 * fixed bug in custom definition of crumbled element graphics
517 2003-09-11 src/files.c
518 * fixed bug in multiple config pages code that caused crashes
521 * version number set to 3.0.4
524 * version 3.0.3 released
527 * added music to Supaplex classic level set
529 2003-09-07 src/libgame/misc.c
530 * added support for loading various music formats through SDL_mixer
532 2003-09-06 (various source files)
533 * fixed several nasty bugs that may have caused crashes on some systems
534 * added envelope content which gets displayed when collecting envelope
535 * added multiple change event pages for custom elements
537 2003-08-24 src/game.c
538 * fixed problem with player animation when snapping and moving
540 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
541 * fixed problem with flickering when drawing toon animations
543 2003-08-23 src/libgame/sdl.c
544 * fixed problem with setting mouse cursor in SDL version in fullscreen
546 2003-08-23 src/game.c
547 * fixed bug (missing array boundary check) which could crash the game
550 * version number set to 3.0.3
553 * version 3.0.2 released
555 2003-08-21 src/game.c
556 * fixed bug with creating inaccessible elements at player position
558 2003-08-20 src/init.c
559 * fixed bug with not finding current level artwork directory
561 2003-08-20 src/files.c
562 * fixed bug with choosing wrong engine version when playing tapes
563 * fixed bug with messing up custom element properties in 3.0.0 levels
566 * version number set to 3.0.2
569 * version 3.0.1 released
571 2003-08-17 (no source files affected)
572 * changed all "classic" PCX image files with 16 colors or less to
573 256 color (8 bit) storage format, because the Allegro game library
574 cannot handle PCX files with less than 256 colors (contributed
575 graphics are not affected and might look wrong in the DOS version)
577 2003-08-16 src/init.c
578 * fixed bug which (for example) crashed the level editor when defining
579 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
580 (only set to default) -- invalid graphics now set to default graphic
582 2003-08-16 src/init.c
583 * fixed graphical bug of player digging/collecting/snapping element
584 when no corresponding graphic/animation is defined for this action,
585 resulting in player being drawn as EL_EMPTY (which should only be
586 done to elements being collected, but not to the player)
588 2003-08-16 src/game.c
589 * fixed small graphical bug of player not totally moving into exit
591 2003-08-16 src/libgame/setup.c
592 * fixed bug with wrong MS-DOS 8.3 filename conversion
594 2003-08-16 src/tools.c
595 * fixed bug with invisible mouse cursor when pressing ESC while playing
597 2003-08-16 (various source files)
598 * added another 128 custom elements (disabled in editor by default)
600 2003-08-16 src/editor.c
601 * fixed NULL string bug causing Solaris to crash in sprintf()
603 2003-08-16 src/screen.c
604 * fixed drawing over scrollbar on level selection with custom fonts
606 2003-08-15 src/game.c
607 * cleanup of simple sounds / loop sounds / music settings
609 2003-08-08 (various source files)
610 * added custom element property for dropping collected elements
612 2003-08-08 src/conf_gfx.c
613 * fixed bug with missing graphic for active red disk bomb
615 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
616 * extended variable "level.gravity" to "level.initial_gravity" and
617 "game.current_gravity" to prevent level setting from being changed
618 by playing the level (keeping the runtime value after playing)
620 * fixed graphics bug when digging element that has 'crumbled' graphic
621 definition, but not 'diggable' graphic definition
624 * version number set to 3.0.1
627 * version 3.0.0 released
630 * various bug fixes; among others:
631 - fixed bug with pushing spring over empty space
632 - fixed bug with leaving tube while placing dynamite
633 - fixed bug with explosion of smashed penguins
634 - allow Murphy player graphic in levels with non-Supaplex elements
638 * I have forgotten to document changes for some time
641 * pre-release version 2.2.0rc1 released
644 * version number set to 2.1.2
647 * version 2.1.1 released
650 * version number set to 2.1.1
653 * version 2.1.0 released
656 * version number set to 2.1.0
658 2002-04-03 to 2002-05-19 (various source files)
659 * graphics, sounds and music now fully configurable
660 * bug fixed that prevented walking through tubes when gravity on
662 2002-04-02 src/events.c, src/editor.c
663 * Make Escape key less aggressive when playing or when editing level.
664 This can be configured as an option in the setup menu. (Default is
665 "less aggressive" which means "ask user if something can be lost"
666 when pressing the Escape key.)
668 2002-04-02 src/screen.c
669 * Added "graphics setup" screen.
671 2002-04-01 src/screen.c
672 * Changed "choose level" setup screen stuff to be more generic (to
673 make it easier to add more "choose from generic tree" setup screens).
675 2002-04-01 src/config.c, src/timestamp.h
676 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
677 automatically gets created by "src/Makefile" and contains an actual
678 compile-time timestamp to identify development versions of the game).
680 2002-03-31 src/tape.c, src/events.c
681 * Added quick game/tape save/load functions to tape stuff which can be
682 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
683 loads previously recorded tape and directly goes into recording mode
684 from the end of the tape (therefore appending to the tape).
686 2002-03-31 src/tape.c
687 * Added "index mark" function to tape recorder. When playing or
688 recording, "eject" button changes to "index" button. Setting index
689 mark is not yet implemented, but pressing index button when playing
690 allows very quick advancing to end of tape (when normal playing),
691 very fast forward mode (when playing with normal fast forward) or
692 very fast reaching of "pause before end of tape" (when playing with
693 "pause before end" playing mode).
695 2002-03-30 src/cartoons.c
696 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
698 2002-03-29 src/screen.c
699 * Changed setup screen stuff to be more generic (to make it easier
700 to add more setup screens).
702 2002-03-23 src/main.c, src/main.h
703 * Various changes due to the introduction of the new libgame files
704 "setup.c" and "joystick.c".
706 2002-03-23 src/files.c
707 * Generic parts of "src/files.c" (mainly setup and level directory
708 stuff) moved to new libgame file "src/libgame/setup.c".
710 2002-03-23 src/joystick.c
711 * File "src/joystick.c" moved to libgame source tree, with
712 correspondig changes.
714 2002-03-22 src/screens.c
715 * "HandleChooseLevel()": Another bug in level series navigation fixed.
716 (Wrong level series information displayed when entering main group.)
718 2002-03-22 src/editor.c
719 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
721 2002-03-22 src/editor.c
722 * Changed behaviour of "Escape" key in level editor to be more
723 intuitive: When in "Element Properties" or "Level Info" mode,
724 return to "Drawing Mode" instead of leaving the level editor.
726 2002-03-21 src/game.c, src/editor.c, src/files.c
727 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
728 gems (emeralds, diamonds, ...) slipping down from normal wall,
729 steel wall and growing wall (as in E.M.C. style levels). Although
730 the behaviour of contributed and private levels wasn't changed (due
731 to the use of "level.game_version"; see previous entry), editing
732 those levels will (of course) change the behaviour accordingly.
734 This change seems a bit too hard after thinking about it, because
735 the EM style behaviour is not the "expected" behaviour (gems would
736 normally only slip down from "rounded" walls). Therefore this was
737 now changed to an element property for gem style elements, with the
738 default setting "off" (which means: no special EM style behaviour).
739 To fix older converted levels, this flag is set to "on" for pre-2.0
740 levels that are neither contributed nor private levels.
742 2002-03-20 src/files.h
743 * Corrected settings for "level.game_version" depending of level type.
744 (Contributed and private levels always get played with game engine
745 version they were created with, while converted levels always get
746 played with the most recent version of the game engine, to let new
747 corrections of the emulation behaviour take effect.)
749 2002-03-20 src/main.h
750 * Added "#include <time.h>". This seems to be needed by "tape.c" for
751 compiling the SDL version on some systems.
752 Thanks to the several people who pointed this out.
755 * Version number set to 2.0.2.
758 * Version 2.0.1 released.
760 2002-03-18 src/screens.c
761 * "HandleChooseLevel()": Small bug in level series navigation fixed.
763 2002-03-18 src/files.c [src/libgame/misc.c]
764 * Moved some common functions from src/files.c to src/libgame/misc.c.
766 2002-03-18 src/files.c [src/libgame/misc.c]
767 * Changed permissions for new directories and saved files (especially
768 score files) according to suggestions of Debian users and mantainers.
769 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
771 2002-03-17 src/files.c
772 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
773 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
774 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
775 for levels and "TAPE" for tapes). Old "cookie" style format is
776 still supported for reading. New level and tape files are written
779 * New IFF chunk "VERS" contains version numbers for file and game
780 (where "game version" is the version of the program that wrote the
781 file, and "file version" is a version number to distinguish files
782 with different format, for example after adding new features).
784 2002-03-15 src/screen.c
785 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
786 (Before, you heard a mixture of the in-game music and the
789 2002-03-14 src/events.c
790 * Function "DumpTape()" (files.c) now available by pressing 't' from
791 main menu (when in DEBUG mode).
793 2002-03-14 src/game.c
794 * "GameWon()": When game was won playing a tape, now there is no delay
795 raising the score and no corresponding sound is played.
797 2002-03-14 src/files.c
798 * Changed "LoadTape()" for real chunk support and also adjusted
799 "SaveTape()" accordingly.
801 2002-03-14 src/game.c, src/tape.c, src/files.c
802 * Important changes to tape format: The old tape format stored all
803 actions with a real effect with a corresponding delay between the
804 stored actions. This had some major disadvantages (for example,
805 push delays had to be ignored, pressing a button for some seconds
806 mutated to several single button presses because of the non-action
807 delays between two action frames etc.). The new tape format just
808 stupidly records all device actions and replays them later. I really
809 don't know why I haven't solved it that way before?! Old-style tapes
810 (with tape file version less than 2.0) get converted to the new
811 format on-the-fly when loading and can therefore still be played;
812 only some minor parts of the old-style tape handling code was needed.
813 (A perfect conversion is not possible, because there is information
814 missing about the device actions between two action frames.)
816 2002-03-14 src/files.c
817 * New function "DumpTape()" to dump the contents of the current tape
818 in a human readable format.
820 2002-03-14 src/game.c
821 * Small tape bug fixed: When automatically advancing to next level
822 after a game was won, the tape from the previous level still was
823 loaded as a tape for the new level.
825 2002-03-14 src/tape.c
826 * Small graphical bug fixed: When pressing ""Record" or "Play" on
827 tape, cartoons did not get completely removed because
828 StopAnimation() was not called.
830 2002-03-13 src/files.c
831 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
832 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
833 size even when using 16-bit elements). Added new chunk "CNT2" for
834 16-bit amoeba content (previously written in 8-bit field in "HEAD"
835 chunk even when content was 16-bit element). "CNT2" should now be
836 able to store content for arbitrary elements (up to eight blocks of
837 3 x 3 element arrays). All "CNT2" elements will always be stored as
838 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
840 2002-03-13 src/files.c
841 * Changed "LoadLevel()" for real chunk support.
843 2002-03-12 src/game.c
844 * Fixed problem (introduced after 2.0.0 release) with penguins
845 not getting killed by enemies
847 2002-02-24 src/game.c, src/main.h
848 * Added "player->is_moving"; now "player->last_move_dir" does
849 not contain any information if the player is just moving at
851 Before, "player->last_move_dir" was misused for this purpose
852 for the robot stuff (robots don't kill players when they are
853 moving). But setting "player->last_move_dir" to MV_NO_MOVING
854 broke tapes when walking through pipes!
855 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
856 in a continuous movement. This fact is ignored for friends and