2 * fixed bug causing "change when impact" on player not working
3 * fixed wrong priority of "hitting something" over "hitting <element>"
4 * fixed wrong priority of "hit by something" over "hit by <element>"
7 * fixed graphical bug which caused the player (being Murphy) to show
8 collecting animations although the element was collected by penguin
11 * fixed two bugs causing wrong door background graphics in system.c
12 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
15 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
16 * added "no direction" to "walkable/passable from" selectbox options
19 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
20 * in tape autoplay, not only report broken, but also missing tapes
23 * uploaded pre-release (test) version 3.2.0-2 binary and source code
26 * fixed small bug with "linear" animation not working for active lamp
29 * fixed bug with moving up despite gravity due to "block last field"
30 * fixed small bug with wrong draw offset when typing name in main menu
31 * when reading user names from "passwd", ignore data after first comma
32 * when creating new "levelinfo.conf", only write some selected entries
35 * fixed displaying "imported from/by" on preview with empty string
36 * fixed ignoring draw offset for fonts used for level preview texts
39 * fixed a delay problem with SDL and too many mouse motion events
40 * added setup option "skip levels" and level skipping functionality
43 * added move speed "not moving" for non-moving CEs, but with direction
46 * fixed mapping of obsolete element token names in "editorsetup.conf"
47 * fixed bug with sound "acid.splashing" treated as a loop sound
48 * fixed some little sound bugs in native EM engine
51 * fixed small bug when dragging scrollbars to end positions
54 * added editor element descriptions written by Aaron Davidson
57 * improved fallback handling when configured artwork is not available
58 (now using default artwork instead of exiting when files not found)
61 * fixed bug on level selection screen when dragging scrollbar
64 * fixed bug which caused broken tapes when appending to EM engine tapes
67 * uploaded pre-release (test) version 3.2.0-1 binary and source code
70 * added code to replace changed artwork config tokens with other tokens
71 (needed for backwards compatibility, so that older tokens still work)
74 * added native R'n'D graphics for some new EMC elements in EM engine
77 * fixed some bugs in the EM engine integration code
78 * changed EM engine code to allow diagonal movement
79 * changed EM engine code to allow use of separate snap and drop keys
82 * fixed some redraw bugs when using EM engine
85 * fixed bug with not converting RND levels which are set to use native
86 engine to native level structure when loading
89 * uploaded pre-release (test) version 3.2.0-0 binary and source code
92 * version number set to 3.2.0
95 * level data now reset to defaults after attempt to load invalid file
98 * added use of "editorsetup.conf" for different level sets
101 * added auto-detection for various types of Emerald Mine level files
104 * fixed bug with scrollbars getting too small when list is very large
107 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
110 * added most level editor configuration gadgets for new EMC elements
113 * added more element and graphic definitions for new EMC elements
116 * modified native EM engine to use integrated R'n'D sound system
119 * added SDL support to graphics functions in native EM engine
120 (by always using generic libgame interface functions)
123 * fixed bug in frame synchronization in native EM engine
126 * added code to convert levels between R'n'D and native EM engine
129 * new Emerald Mine engine can now play levels selected in main menu
132 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
133 (which creates scaled down graphics for level editor and preview);
134 there's still a memory leak somewhere in the artwork handling code
135 * added "scale image up" functionality to X11 version of zoom function
138 * first attempts to integrate new, native Emerald Mine Club engine
141 * fixed bug in gadget code which caused reset of CEs in level editor
142 (example: pressing 'b' [grab brush] on CE config page erased values)
143 (solution: check if gadgets in ClickOnGadget() are really mapped)
144 * improved level change detection in editor (settings now also checked)
145 * fixed bug with "can move into acid" and "don't collide with" state
148 * fixed maze runner style CEs to use the configured move delay value
151 * added Aaron Davidson's tutorial level set to the "Tutorials" section
154 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
155 * fixed the above fix because it broke level set "machine" (*sigh*)
156 * fixed random element placement in level editor to work as expected
157 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
160 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
163 * fixed bug (missing array boundary check) which caused broken tapes
164 * fixed bug (when loading level template) which caused broken levels
165 * fixed bug with new block last field code when using non-yellow player
168 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
169 * internal change of how the player blocks the last field when moving
170 * fixed blocking delay of last field for EM and SP style block delay
171 * fixed bug where the player had to wait for the usual move delay after
172 unsuccessfully trying to move, when he directly could move after that
173 * the last two changes should make original Supaplex level 93 solvable
174 * improved use of random number generator to make it less predictable
175 * fixed behaviour of slippery SP elements to let slip left, then right
178 * fixed bug with wrong door state after trying to quickload empty tape
179 * fixed waste of static memory usage of the binary, making it smaller
180 * fixed very little graphical bug in Supaplex explosion
183 * version number set to 3.1.1
186 * version 3.1.0 released
189 * fixed bug with crash when writing user levelinfo.conf the first time
192 * added option "convert LEVELDIR [NR]" to command line batch commands
193 * re-converted Supaplex levels to apply latest engine fixes
194 * changed "use graphic/sound of element" to "use graphic of element"
195 due to compatibility problems with some levels ("bug machine" etc.)
198 * fixed bug with CE change replacing player with same or other player
201 * fixed bug with opaque font in envelope with background graphic when
202 background graphic is not transparent itself
205 * added "gravity on" and "gravity off" ports for Supaplex compatibility
206 * corrected original Supaplex level loading code to use these new ports
207 * also corrected Supaplex loader to auto-count infotrons if set to zero
210 * fixed bug with missing initialization of "modified" flag for GEs
213 * fixed bug that caused endless recursion loop when relocating player
214 * fixed tape recorder bug in "step mode" when using "pause before end"
215 * fixed tape recorder bug when changing from "warp forward" mode
218 * fixed bug with "when touching" for pushed elements at last position
221 * fixed bug that caused two activated toolbox buttons in level editor
222 * fixed bug with exploding dynabomb under player due to other explosion
225 * fixed bug with creating walkable custom element under player (again)
226 * fixed bug with not copying explosion type when copying CEs in editor
227 * fixed graphical bug when drawing player in setup menu (input devices)
228 * fixed graphical bug when the player is pushing an accessible element
229 * fixed bug with classic switchable elements triggering CE changes
230 * fixed bug with entering/leaving walkable element in RelocatePlayer()
231 * fixed crash bug when CE leaves behind the trigger player element
234 * fixed bug with broken tubes after placing/exploding dynamite in them
235 * fixed bug with exploding dynamite under player due to other explosion
236 * fixed bug with not resetting push delay under certain circumstances
239 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
240 * added network multiplayer code for Windows (thanks to Niko Böhm)
243 * added option "reachable despite gravity" for gravity movement
244 * changed gravity movement of most classic walkable and passable
245 elements back to "not reachable" (for compatibility reasons)
248 * fixed (removed) "indestructible" / "can explode" dependency in editor
249 * fixed (removed) "accessible inside" / "protected" dependency
250 * fixed (removed) "step mode" / "shield time" dependency
253 * fixed dynabombs exploding now into anything diggable
254 * fixed Supaplex style gravity movement into buggy base now impossible
255 * added pressing key "space" as valid action to select menu options
258 * added "replace when walkable" to relocate player to walkable element
259 * added "enter"/"leave" event for elements affected by relocation
260 * fixed "direct"/"indirect" change order also for "when change" event
261 * fixed graphical bug when pushing things from elements walkable inside
264 * fixed graphic bug when player is snapping while moving in old levels
265 * fixed bug when a moving custom element leaves a player element behind
266 * fixed bug with mole not disappearing when moving into acid pool
267 * fixed bug with incomplete path setting when using "--basepath" option
268 * moving CE can now leave walkable elements behind under the player
269 * when relocating, player can be set on walkable element now
270 * fixed another gravity movement bug
273 * uploaded pre-release (test) version 3.1.0-2 binary and source code
276 * added "collectible" and "removable" to extended replacement types
277 (where "removable" replaces "diggable" and "collectible" elements)
278 * added "collectible & throwable" (to throw element to the next field)
279 * fixed bug with CEs digging elements that are just about to explode
280 * changed mouse cursor now always being visible when game is paused
283 * added possibility to push/press accessible elements from a side that
285 * fixed bug with not setting actual date when appending to tape
288 * fixed bug with incorrectly initialized custom element editor graphics
291 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
292 - number of levels corrected from 18 to 17 in "levelinfo.conf"
295 * fixed bug with destroyed robot wheel still attracting robots forever
296 * fixed bug with time gate switch deactivating after robot wheel time
297 (while the time gate itself is not affected by this misbehaviour)
298 * changed behaviour of BD style amoeba to always get blocked by player
299 (before it was different when there were non-BD elements in level)
300 * fixed bug with player destroying indestructable elements with shield
303 * added option to make growing elements grow into anything diggable
304 (for the various amoeba types, biomaze and "game of life")
307 * fixed bug with movable elements not moving after left behind by CEs
308 * changed gravity movement to anything diggable, not only sand/base
309 * optionally allowing passing to walkable element, not only empty space
310 * added option "can pass to walkable element" for players
311 * finally fixed gravity movement (hopefully)
314 * fixed bug with movable elements not moving anymore after falling down
317 * fixed another bug with custom elements digging and leaving elements
318 * fixed bug with "along left/right side" and automatic start direction
319 * trigger elements now also displayed when "more custom" deactivated
320 * fixed bug with clipboard element initialized when loading new level
321 * added option "drop delay" to set delay before dropping next element
324 * uploaded pre-release (test) version 3.1.0-1 binary and source code
327 * added copy and paste functions for custom change pages
328 * enhanced graphical display and functionality of tape recorder
329 * fixed bug with custom elements digging and leaving elements
332 * added move speed faster than "very fast" for custom elements
333 * fixed bug with 3+3 style explosions and missing border content
334 * fixed little bug when copying custom elements in the editor
335 * enhanced custom element changes by more side trigger actions
338 * added option "no scrolling when relocating" for instant teleporting
339 * uploaded pre-release (test) version 3.1.0-0 binary and source code
342 * added trigger element and trigger player to use as target elements
343 * added copy and paste functions for custom and group elements
346 * fixed graphical bug when displaying explosion animations
347 * fixed bug when appending to tapes, resulting in broken tapes
348 * re-recorded a few tapes broken by fixing gravity checking bug
351 * "can move into acid" property now for all elements independently
352 * "can fall into acid" property for player stored in same bitfield now
353 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
354 * version number set to 3.1.0 (finally!)
357 * changed tape recording to only record input, not programmed actions
360 * fixed totally broken (every 8th frame skipped) step-by-step recording
361 * fixed bug with requester not displayed when quick-loading interrupted
362 * added option "can fall into acid (with gravity)" for players
363 * fixed bug with player not falling when snapping down with gravity
366 * fixed bug which messed up key config when using keypad number keys
369 * fixed bug which allowed moving upwards even when gravity was active
370 * fixed bug with missing error handling when dumping levels or tapes
373 * added different colored editor graphics for Supaplex gravity tubes
376 * fixed bug that allowed solvable tapes for unsolvable levels
379 * use unlimited number of droppable elements when "count" set to zero
380 * added option to use step limit instead of time limit for level
383 * added player and change page as trigger for custom element change
386 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
389 * fixed bug with dark yamyam changing to acid when moving over acid
390 * fixed handling of levels with more than 999 seconds level time
391 (example: level 76 of "Denmine")
394 * "spring push bug" reintroduced as configurable element property
395 * fixed bug with missing properties for "mole"
396 * fixed bug that showed up when fixing the above "mole" properties bug
397 * added option "can move into acid" for all movable elements
398 * fixed graphical bug for elements moving into acid
399 * changed event handling to handle all pending events before going on
402 * fixed bug which caused all CE change pages to be ignored which had
403 the same change event, but used a different element side
404 (reported by Simon Forsberg)
406 * fixed bug which caused elements that can move and fall and that are
407 transported by a conveyor belt to continue moving into that direction
408 after leaving the conveyor belt, regardless of their own movement
409 type; only elements which can not move are transported now
410 (reported by Simon Forsberg)
412 * fixed bug which could cause an array overflow in RelocatePlayer()
413 (reported by Niko Böhm)
415 * changed Emerald Mine style "passable / over" elements to "protected"
416 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
418 * added new option to select from which side a "walkable/passable"
419 element can be entered
422 * added explosion and ignition delay for elements that can explode
425 * fixed bug which caused player not being protected against enemies
426 when a CE was "walkable / inside" and was not "indestructible"
427 * added "walkable/passable" fields to be "protected/unprotected"
428 against enemies, even if not accessible "inside" but "over/under"
431 * corrected move pattern to 32 bit and initial move direction to 8 bit
434 * added second custom element base configuration page
437 * added some special EMC mappings to Emerald Mine level loader
438 (also covering previously unknown element in level 0 of "Bondmine 8")
441 * added option to block last field when player is moving (for Supaplex)
442 * adjusted push delay of Supaplex elements
443 * removed delays for envelopes etc. when replaying with maximum speed
444 * fixed bug when dropping element on a field that just changed to empty
447 * fixed bug: infotrons can now smash yellow disks
448 * fixed bug: when gravity active, port above player can now be entered
449 * removed "one white dot" mouse pointer which irritated some people
452 * added "choice type" for group element selection
455 * fixed bug with initial invulnerability of non-yellow player
458 * added level loader for loading native Supaplex packed levels
459 (including multi-part levels like the "splvls99" levels)
462 * fixed bug which allowed creating emeralds by escaping explosions
465 * custom elements can change (limited) or leave (unlimited) elements
466 * finally added multiple matches using group elements
467 * added shortcut to dump brush (type ":DB" in editor) for use in forum
470 * added new start movement type "previous" for continued CE movement
471 * added new start movement type "random" for random CE movement start
474 * added new element "sokoban_field_player" needed for Sokoban levels
475 (thanks to Ed Booker for pointing this out!)
478 * added elements that can be digged or left behind by custom elements
481 * added group elements for multiple matches and random element creation
484 * fixed some graphical errors displayed in old levels
487 * fixed wrong double speed movement after passing closing gates
490 * added level loader for loading native Emerald Mine levels
493 * changes for "shooting" style CE movement
496 * Happy New Year! ;-)
499 * changed default snap/drop keys from left/right Shift to Control keys
502 * fixed bug with dead player getting reanimated from custom element
505 * fixed bug with wrong penguin graphics (when entering exit)
508 * fixed bug with wrong "Murphy" graphics (when digging etc.)
511 * version number set to 3.0.9
514 * version 3.0.8 released
517 * added function checked_free()
520 * fixed bug with double nut cracking sound
521 (by eliminating "default element action sound" assignment in init.c)
524 * fixed crash when no music info files are available
527 * fixed boring and sleeping sounds
530 * added "maze runner" and "maze hunter" movement types
531 * added extended collision conditions for custom elements
534 * added warnings for undefined token values in artwork config files
537 * added menu entry for level set information to the info screen
540 * fixed bug with wrong default impact sound for colored emeralds
543 * added several sub-screens for the info screen
544 * menu text now also clickable (not only blue/red sphere left of it)
547 * added configurable "bored" and "sleeping" animations for the player
548 * added "awakening" sound for player when waking up after sleeping
551 * added "copy" and "exchange" functions for custom elements to editor
554 * added configurable element animations for info screen
557 * added configurable music credits for info screen
560 * finally fixed tape recording when player is created from CE change
563 * added "editorsetup.conf" for editor element list configuration
566 * added "musicinfo.conf" for menu and level music configuration
569 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
570 (that only showed up on Linux, but not on Windows systems)
573 * fixed turning movement of butterflies and fireflies (no frame reset)
574 * enhanced sniksnak turning movement (two steps instead of only one)
577 * version number set to 3.0.8
580 * version 3.0.7 released
583 * fixed reset of player animation frame when, for example,
584 walking, digging or collecting share the same animation
585 * fixed CE with "deadly when touching" exploding when touching amoeba
588 * fixed tape recording when player is created from CE element change
591 * introduced "turning..." action graphic for elements with move delay
592 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
593 * added turning animations for bug, spaceship and sniksnak
596 * prevent "extended" changed elements from delay change in same frame
599 * fixed bug when pushing element that can move away to the side
600 (like pushing falling elements, but now with moving elements)
603 * finally fixed serious bug in code for delayed element pushing (again)
606 * unavailable setup options now marked as "n/a" instead of "off"
607 * new boolean directive "latest_engine" for "levelinfo.conf": when set
608 to "true", levels are always played with the latest game engine,
609 which is desired for levels that are imported from other games; all
610 other levels are played with the engine version stored in level file
611 (which is normally the engine version the level was created with)
614 * fixed serious bug in code for delayed element pushing
615 * fixed little bug in animation frame selection for pushed elements
616 * speed-up of reading config file for verbose output
619 * added configuration option for opening and closing Supaplex exit
620 * added configuration option for moving up/down animation for Murphy
621 * fixed incorrectly displayed animation for attacking dragon
622 * fixed bug with not setting initial gravity for each new game
623 * fixed bug with teleportation of player by custom element change
624 * fixed bug with player not getting smashed by rock sometimes
627 * version number set to 3.0.7
630 * version 3.0.6 released
633 * added support for MP3 music for SDL version through SMPEG library
636 * fixed bug when initializing font graphic structure
637 * fixed bug with animation mode "pingpong" when using only 1 frame
638 * fixed bug with extended change target introduced in 3.0.5
639 * fixed bug where passing over moving element doubles player speed
640 * fixed bug with elements continuing to move into push direction
641 * fixed bug with duplicated player when dropping bomb with shield on
642 * added "switching" event for custom elements ("pressing" only once)
643 * fixed switching bug (resetting flag when not switching but not idle)
646 * fixed element tokens for certain file elements with ".active" etc.
649 * version number set to 3.0.6
652 * version 3.0.5 released
655 * now four envelope elements available
656 * font, background, animation and sound for envelope now configurable
657 * main menu doors opening/closing animation type now configurable
660 * active/inactive sides configurable for custom element changes
661 * new movement type "move when pushed" available for custom elements
664 * fixed bug in multiple config pages loader code that caused crashes
667 * enhanced (remaining low-resolution) Supaplex graphics
670 * version number set to 3.0.5
673 * version 3.0.4 released
675 2003-09-12 src/tools.c
676 * fixed bug in custom definition of crumbled element graphics
678 2003-09-11 src/files.c
679 * fixed bug in multiple config pages code that caused crashes
682 * version number set to 3.0.4
685 * version 3.0.3 released
688 * added music to Supaplex classic level set
690 2003-09-07 src/libgame/misc.c
691 * added support for loading various music formats through SDL_mixer
693 2003-09-06 (various source files)
694 * fixed several nasty bugs that may have caused crashes on some systems
695 * added envelope content which gets displayed when collecting envelope
696 * added multiple change event pages for custom elements
698 2003-08-24 src/game.c
699 * fixed problem with player animation when snapping and moving
701 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
702 * fixed problem with flickering when drawing toon animations
704 2003-08-23 src/libgame/sdl.c
705 * fixed problem with setting mouse cursor in SDL version in fullscreen
707 2003-08-23 src/game.c
708 * fixed bug (missing array boundary check) which could crash the game
711 * version number set to 3.0.3
714 * version 3.0.2 released
716 2003-08-21 src/game.c
717 * fixed bug with creating inaccessible elements at player position
719 2003-08-20 src/init.c
720 * fixed bug with not finding current level artwork directory
722 2003-08-20 src/files.c
723 * fixed bug with choosing wrong engine version when playing tapes
724 * fixed bug with messing up custom element properties in 3.0.0 levels
727 * version number set to 3.0.2
730 * version 3.0.1 released
732 2003-08-17 (no source files affected)
733 * changed all "classic" PCX image files with 16 colors or less to
734 256 color (8 bit) storage format, because the Allegro game library
735 cannot handle PCX files with less than 256 colors (contributed
736 graphics are not affected and might look wrong in the DOS version)
738 2003-08-16 src/init.c
739 * fixed bug which (for example) crashed the level editor when defining
740 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
741 (only set to default) -- invalid graphics now set to default graphic
743 2003-08-16 src/init.c
744 * fixed graphical bug of player digging/collecting/snapping element
745 when no corresponding graphic/animation is defined for this action,
746 resulting in player being drawn as EL_EMPTY (which should only be
747 done to elements being collected, but not to the player)
749 2003-08-16 src/game.c
750 * fixed small graphical bug of player not totally moving into exit
752 2003-08-16 src/libgame/setup.c
753 * fixed bug with wrong MS-DOS 8.3 filename conversion
755 2003-08-16 src/tools.c
756 * fixed bug with invisible mouse cursor when pressing ESC while playing
758 2003-08-16 (various source files)
759 * added another 128 custom elements (disabled in editor by default)
761 2003-08-16 src/editor.c
762 * fixed NULL string bug causing Solaris to crash in sprintf()
764 2003-08-16 src/screen.c
765 * fixed drawing over scrollbar on level selection with custom fonts
767 2003-08-15 src/game.c
768 * cleanup of simple sounds / loop sounds / music settings
770 2003-08-08 (various source files)
771 * added custom element property for dropping collected elements
773 2003-08-08 src/conf_gfx.c
774 * fixed bug with missing graphic for active red disk bomb
776 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
777 * extended variable "level.gravity" to "level.initial_gravity" and
778 "game.current_gravity" to prevent level setting from being changed
779 by playing the level (keeping the runtime value after playing)
781 * fixed graphics bug when digging element that has 'crumbled' graphic
782 definition, but not 'diggable' graphic definition
785 * version number set to 3.0.1
788 * version 3.0.0 released
791 * various bug fixes; among others:
792 - fixed bug with pushing spring over empty space
793 - fixed bug with leaving tube while placing dynamite
794 - fixed bug with explosion of smashed penguins
795 - allow Murphy player graphic in levels with non-Supaplex elements
799 * I have forgotten to document changes for some time
802 * pre-release version 2.2.0rc1 released
805 * version number set to 2.1.2
808 * version 2.1.1 released
811 * version number set to 2.1.1
814 * version 2.1.0 released
817 * version number set to 2.1.0
819 2002-04-03 to 2002-05-19 (various source files)
820 * graphics, sounds and music now fully configurable
821 * bug fixed that prevented walking through tubes when gravity on
823 2002-04-02 src/events.c, src/editor.c
824 * Make Escape key less aggressive when playing or when editing level.
825 This can be configured as an option in the setup menu. (Default is
826 "less aggressive" which means "ask user if something can be lost"
827 when pressing the Escape key.)
829 2002-04-02 src/screen.c
830 * Added "graphics setup" screen.
832 2002-04-01 src/screen.c
833 * Changed "choose level" setup screen stuff to be more generic (to
834 make it easier to add more "choose from generic tree" setup screens).
836 2002-04-01 src/config.c, src/timestamp.h
837 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
838 automatically gets created by "src/Makefile" and contains an actual
839 compile-time timestamp to identify development versions of the game).
841 2002-03-31 src/tape.c, src/events.c
842 * Added quick game/tape save/load functions to tape stuff which can be
843 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
844 loads previously recorded tape and directly goes into recording mode
845 from the end of the tape (therefore appending to the tape).
847 2002-03-31 src/tape.c
848 * Added "index mark" function to tape recorder. When playing or
849 recording, "eject" button changes to "index" button. Setting index
850 mark is not yet implemented, but pressing index button when playing
851 allows very quick advancing to end of tape (when normal playing),
852 very fast forward mode (when playing with normal fast forward) or
853 very fast reaching of "pause before end of tape" (when playing with
854 "pause before end" playing mode).
856 2002-03-30 src/cartoons.c
857 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
859 2002-03-29 src/screen.c
860 * Changed setup screen stuff to be more generic (to make it easier
861 to add more setup screens).
863 2002-03-23 src/main.c, src/main.h
864 * Various changes due to the introduction of the new libgame files
865 "setup.c" and "joystick.c".
867 2002-03-23 src/files.c
868 * Generic parts of "src/files.c" (mainly setup and level directory
869 stuff) moved to new libgame file "src/libgame/setup.c".
871 2002-03-23 src/joystick.c
872 * File "src/joystick.c" moved to libgame source tree, with
873 correspondig changes.
875 2002-03-22 src/screens.c
876 * "HandleChooseLevel()": Another bug in level series navigation fixed.
877 (Wrong level series information displayed when entering main group.)
879 2002-03-22 src/editor.c
880 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
882 2002-03-22 src/editor.c
883 * Changed behaviour of "Escape" key in level editor to be more
884 intuitive: When in "Element Properties" or "Level Info" mode,
885 return to "Drawing Mode" instead of leaving the level editor.
887 2002-03-21 src/game.c, src/editor.c, src/files.c
888 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
889 gems (emeralds, diamonds, ...) slipping down from normal wall,
890 steel wall and growing wall (as in E.M.C. style levels). Although
891 the behaviour of contributed and private levels wasn't changed (due
892 to the use of "level.game_version"; see previous entry), editing
893 those levels will (of course) change the behaviour accordingly.
895 This change seems a bit too hard after thinking about it, because
896 the EM style behaviour is not the "expected" behaviour (gems would
897 normally only slip down from "rounded" walls). Therefore this was
898 now changed to an element property for gem style elements, with the
899 default setting "off" (which means: no special EM style behaviour).
900 To fix older converted levels, this flag is set to "on" for pre-2.0
901 levels that are neither contributed nor private levels.
903 2002-03-20 src/files.h
904 * Corrected settings for "level.game_version" depending of level type.
905 (Contributed and private levels always get played with game engine
906 version they were created with, while converted levels always get
907 played with the most recent version of the game engine, to let new
908 corrections of the emulation behaviour take effect.)
910 2002-03-20 src/main.h
911 * Added "#include <time.h>". This seems to be needed by "tape.c" for
912 compiling the SDL version on some systems.
913 Thanks to the several people who pointed this out.
916 * Version number set to 2.0.2.
919 * Version 2.0.1 released.
921 2002-03-18 src/screens.c
922 * "HandleChooseLevel()": Small bug in level series navigation fixed.
924 2002-03-18 src/files.c [src/libgame/misc.c]
925 * Moved some common functions from src/files.c to src/libgame/misc.c.
927 2002-03-18 src/files.c [src/libgame/misc.c]
928 * Changed permissions for new directories and saved files (especially
929 score files) according to suggestions of Debian users and mantainers.
930 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
932 2002-03-17 src/files.c
933 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
934 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
935 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
936 for levels and "TAPE" for tapes). Old "cookie" style format is
937 still supported for reading. New level and tape files are written
940 * New IFF chunk "VERS" contains version numbers for file and game
941 (where "game version" is the version of the program that wrote the
942 file, and "file version" is a version number to distinguish files
943 with different format, for example after adding new features).
945 2002-03-15 src/screen.c
946 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
947 (Before, you heard a mixture of the in-game music and the
950 2002-03-14 src/events.c
951 * Function "DumpTape()" (files.c) now available by pressing 't' from
952 main menu (when in DEBUG mode).
954 2002-03-14 src/game.c
955 * "GameWon()": When game was won playing a tape, now there is no delay
956 raising the score and no corresponding sound is played.
958 2002-03-14 src/files.c
959 * Changed "LoadTape()" for real chunk support and also adjusted
960 "SaveTape()" accordingly.
962 2002-03-14 src/game.c, src/tape.c, src/files.c
963 * Important changes to tape format: The old tape format stored all
964 actions with a real effect with a corresponding delay between the
965 stored actions. This had some major disadvantages (for example,
966 push delays had to be ignored, pressing a button for some seconds
967 mutated to several single button presses because of the non-action
968 delays between two action frames etc.). The new tape format just
969 stupidly records all device actions and replays them later. I really
970 don't know why I haven't solved it that way before?! Old-style tapes
971 (with tape file version less than 2.0) get converted to the new
972 format on-the-fly when loading and can therefore still be played;
973 only some minor parts of the old-style tape handling code was needed.
974 (A perfect conversion is not possible, because there is information
975 missing about the device actions between two action frames.)
977 2002-03-14 src/files.c
978 * New function "DumpTape()" to dump the contents of the current tape
979 in a human readable format.
981 2002-03-14 src/game.c
982 * Small tape bug fixed: When automatically advancing to next level
983 after a game was won, the tape from the previous level still was
984 loaded as a tape for the new level.
986 2002-03-14 src/tape.c
987 * Small graphical bug fixed: When pressing ""Record" or "Play" on
988 tape, cartoons did not get completely removed because
989 StopAnimation() was not called.
991 2002-03-13 src/files.c
992 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
993 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
994 size even when using 16-bit elements). Added new chunk "CNT2" for
995 16-bit amoeba content (previously written in 8-bit field in "HEAD"
996 chunk even when content was 16-bit element). "CNT2" should now be
997 able to store content for arbitrary elements (up to eight blocks of
998 3 x 3 element arrays). All "CNT2" elements will always be stored as
999 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1001 2002-03-13 src/files.c
1002 * Changed "LoadLevel()" for real chunk support.
1004 2002-03-12 src/game.c
1005 * Fixed problem (introduced after 2.0.0 release) with penguins
1006 not getting killed by enemies
1008 2002-02-24 src/game.c, src/main.h
1009 * Added "player->is_moving"; now "player->last_move_dir" does
1010 not contain any information if the player is just moving at
1012 Before, "player->last_move_dir" was misused for this purpose
1013 for the robot stuff (robots don't kill players when they are
1014 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1015 broke tapes when walking through pipes!
1016 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1017 in a continuous movement. This fact is ignored for friends and