2 * started integrating snapshot functionality into Supaplex game engine
5 * fixed bug in native Supaplex engine that broke several demo solutions
6 * fixed bug with re-initializing already existing elements in function
7 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
8 counted a second time, making the currently playing level unsolvable)
9 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
10 * done integrating R'n'D graphics engine into file "Electrons.c"
11 * done integrating R'n'D graphics engine into file "Zonk.c"
14 * done integrating R'n'D graphics engine into file "Murphy.c"
15 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
18 * started integrating R'n'D graphics engine into Supaplex game engine
21 * added small kludge that allows transparent pushing animation over
22 non-black background (by using "game.use_masked_pushing: true")
23 * added editor flag to Sokoban field/object elements to automatically
24 finish solved Sokoban style levels (even if they contain non-Sokoban
25 elements, which prevents auto-enabling this feature for such levels)
28 * added new element "from_level_template" which is replaced by element
29 from level template at same playfield position when loaded (currently
30 not accessible from level editor, but only used for special Sokoban
31 level conversion when using "special_flags: load_xsb_to_ces")
32 * added special behaviour for "special_flags: load_xsb_to_ces": global
33 settings of individual level files are overwritten by template level
34 (except playfield size, level name, level author and template flag)
37 * added handling of gravity ports when converting Supaplex style R'n'D
38 levels to native Supaplex levels for playing with Supaplex engine
41 * fixed bug in Supaplex engine regarding initial screen scroll position
44 * fixed EMC style pushing animations in the R'n'D graphics engine (when
45 using ".2nd_movement_tile" for animations having start and end tile)
46 * for this to work (look) properly for two-tile pushing animations with
47 non-black (i.e. opaque) background, the pushing graphics drawing order
48 was changed to first draw the pushed element, then the player (maybe
49 this should be controlled by an ".anim_mode" flag yet to be added)
50 * two-tile animations for moving or pushing should have 7 frames for
51 normal speed, 15 frames for half speed etc. to display correct frames
52 * two-tile animations are also displayed correctly with different speed
53 settings for the player (for pushing animations) or moving elements
56 * added searching for template level (file "template.level") not only
57 inside the level set directory, but also in above level directories;
58 this makes is possible to use the same single template level file
59 (placed in a level group directory) for many level sub-directories
62 * fixed bug with steel exit being destructible during opening phase
63 * added token "special_flags" to "levelinfo.conf" (currently with the
64 only recognized value "load_xsb_to_ces", doing the same as the flag
65 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
66 converting all elements in native (XSB) Sokoban level files to CEs)
69 * fixed some problems with Supaplex engine when compiling for Windows
72 * added special mode to convert elements of Sokoban XSB levels to CEs
73 by adding "-Dload_xsb_to_ces" to the command line starting the game
74 (also adding a dependency to a template level file "template.level")
77 * added reading native Sokoban levels and level packages (XSB files)
80 * fixed bugs in (auto)scrolling behaviour when passing ports or when
81 wrapping around the playfield through "holes" in the playfield border
84 * changed internal playfield bitmap handling from playfield sized bitmap
85 to screen sized bitmap (visible scrolling area), therefore speeding up
86 graphics operations (by eliminating bitmap updates in invisible areas)
87 and removing playfield size limitations due to increasing bitmap size
88 for larger playfield sizes (while the new implementation always uses
89 a fixed playfield bitmap size for arbitrary internal playfield sizes)
92 * fixed bug with single step mode (there were some cases where the game
93 did not automatically return to pause mode, e.g. when trying to push
94 things that cannot be pushed or when trying to run against a wall)
97 * added support for loading Supaplex levels in MPX level file format
100 * fixed SP engine to set "game over" not before lead out counter done
103 * fixed (potential) compile error when using GCC option "-std=gnu99"
104 (thanks to Tom "spot" Callaway)
107 * fixed array allocation in native Supaplex engine to correctly handle
108 preceding scratch buffers (needed because of missing border checking)
109 * fixed playfield initialization to correctly add raw header bytes as
110 subsequent scratch buffer (needed because of missing border checking)
113 * most important parts of native Supaplex engine integration working:
114 - native Supaplex levels can be played in native Supaplex engine
115 - native Supaplex level/demo files ("*.sp" files) can be re-played
116 - all 111 classic original Supaplex levels automatically solvable
117 - native Supaplex engine can be selected and used from level editor
118 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
121 * fixed another translation problem from VisualBasic to C (where "int"
122 should be "short") causing unsolvable demos with bugs and terminals
123 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
126 * fixed bug when reading Supaplex single level files (preventing loader
127 from seeking to level position like in Supaplex level package files)
130 * first classic Supaplex level running and solved by solution/demo tape
133 * started with integration of native Supaplex engine, using source code
134 of Megaplex from Frank Schindler, based on original Supaplex engine
137 * version number set to 3.2.6.2
140 * version 3.2.6.1 released
143 * fixed bug with element_info[e].gfx_element not being initialized in
144 early game stage, causing native graphics in EMC level sets to be
145 mapped completely to EL_EMPTY (causing a blank screen when playing)
146 (this only happened when starting the program with an EMC set with
147 native graphics, but not when switching to such a set at runtime)
150 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
151 and using self-compiled, patched SDL.dll that solves this problem
152 (interim solution until release of SDL 1.2.14 that should fix this)
155 * extended backwards compatibility mode to allow already fixed bug with
156 change actions (see "2008-02-05") for existing levels (especially the
157 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
160 * reactivated workaround to prevent program crashes due to blitting to
161 the same SDL surface that apparently only occurs on Windows systems
162 (this is no final solution; this problem needs further investigation)
165 * version number set to 3.2.6.1
168 * version 3.2.6.0 released
171 * fixed behaviour of player option "no centering when relocating" which
172 was incorrect when disabled and relocation target inside visible area
173 and "no scrolling when relocating" enabled at the same time
176 * fixed problems with re-mapping players on playfield to input devices:
177 previously, players found on the level playfield were changed to the
178 players connected to input devices (for example, player 3 in the level
179 was changed to player 1 (using artwork of player 3, to be able to use
180 a player with a different color)); this had the disadvantage that CE
181 conditions using player elements did not work (because the players in
182 the level definition are different to those effectively used in-game);
183 the new system uses the same player elements as defined in the level
184 playfield and re-maps the input devices of connected players to the
185 corresponding player elements when playing the level (in the above
186 example, player 3 now really exists in the game and is moved using the
187 events from input device 1); level tapes still store the events from
188 input devices 1 to 4, which are then re-mapped to players accordingly
189 when re-playing the tape (just as it is done when playing the level)
192 * fixed bug with player relocation while the player switches an element
195 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
196 not walkable (and did not let the player enter) when in process of
197 opening, but not fully open yet (which can cause the player not being
198 able to enter the exit in EM/DC style levels in time)
201 * fixed some bugs regarding the new level/CE random seed reset options
204 * moved "level settings" and "editor settings" to two tabbed screens in
205 level editor to gain space for additional level property settings
206 * added level setting to start a level with always the same random seed
207 * added CE action "set random seed" to re-initialize random seed in game
208 (this is the only CE action that gets executed before the CE changes,
209 which is needed to use the newly set random seed during the CE change)
212 * fixed redraw problem of special editor door when playing from editor
215 * fixed initialization of gfx_element for level sketch image creation
218 * added switch for EM style dynamite "[ ] explodes with chain reaction"
219 (with default set to "on" for existing levels, but "off" for all new
220 levels), as EM style dynamite does not chain-explode in original EM
223 * added optional initial inventory for players (pre-collected elements)
224 * added change page actions "set player inventory" and "set CE artwork"
225 * added recognition of "player" parameter on change pages when player
226 actions are defined, but no trigger player in corresponding condition
227 (this resulted in actions that only affected the first player before)
228 * fixed bug with change actions being executed for newly created custom
229 elements resulting from custom element changes, when the intention was
230 only to check for change actions for the previous custom element
233 * changed design and size of element drawing area in level editor
234 * added "element used as action parameter" to element change actions
237 * added possibility to reanimate player immediately after his death
238 (for example, by "change to <player> when explosion of <player>")
241 * fixed bug with "gray" white door not being uncovered by magnifier
242 * added score for collecting (any) key to the white key config page
245 * added condition "deadly when <getting hit by>" for custom elements
246 that behaves a bit like the existing "deadly when <colliding with>",
247 but with the following differences:
248 - it only kills players or friends when it was moving before it hits
249 - it does not kill players or friends that try to run into it
252 * fixed the following change conditions where a player element is used
253 as the "element that is triggering the custom element change":
256 - explosion of <element>
258 (the last two conditions already worked partially, but only for the
259 first player, and not for the "Murphy" player when using "move of")
262 * fixed crash bug caused by accessing invalid element (with value -1)
263 in UpdateGameControlValues()
264 * fixed graphical bug when using two-tile movement animations with EMC
265 game engine without explicitly using native EMC graphics engine
268 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
269 try to push something (due to push delay) does not cause a dig action
272 * fixed bug with reference elements used as trigger elements on custom
273 element change pages not being recognized
274 * fixed bug with reference elements not being removed from the playfield
275 * added engine functionality that allows custom elements that "can dig"
276 other elements not only to do so when moving by themselves, but also
277 when being pushed by the player (therefore adding the functionality to
278 push one element over another element, replacing it with the new one)
281 * added command line function to write level sketch images to directory
284 * merged override and auto-override options into new override options
285 with a new data type than can take the values "no", "yes" and "auto"
288 * fixed growing steel wall to also leave behind steel wall instead of
289 normal, destructible wall
290 * fixed handling of rocks falling through stacks of quicksand with
291 different speed (before, the rocks just got stuck in the quicksand)
294 * fixed nasty bug with auto-override and normal override not working on
295 program startup (especially when current level set has custom artwork)
298 * version 3.2.5 released as special edition "R'n'D jue"
301 * fixed X11 crash bug when blitting masked title screens over background
304 * changed build system to support special editions (like "R'n'D jue")
305 * added (hardcoded) loading graphics for "R'n'D jue" special edition
306 * fixed X11 crash bug when scaling images with width/height less than 32
309 * added "background.PLAYING" (only visible as two-pixel border in game)
310 * added default level set for first start of special R'n'D version
311 * changed door animations for editor always behaving like "quick doors"
314 * added new custom artwork setup option "auto-override non-CE sets" for
315 automatic artwork override that is only used for level sets without
316 custom element artwork (as it does not make much sense to override
317 any artwork that redefines custom element artwork for sets using CEs)
318 * fixed default artwork for "special" R'n'D versions always using the
319 "classic" artwork as the base if base artwork is not explicitly
320 defined in "levelinfo.conf", regardless of different default artwork
321 used by the special R'n'D version -- this is needed because any such
322 custom artwork is designed using the "classic" artwork definitions as
323 the base (including menu definitions and screen positions etc., which
324 would otherwise be taken from the different special default artwork)
327 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
328 for both EMC and R'n'D graphics engine (heavy workarounds needed due
329 to massively broken handling of quicksand in R'n'D game engine)
330 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
331 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
334 * fixed small bug in toon drawing (introduced when fixing the crash bug)
337 * added graphics definition "game.panel.highscore" to display the
338 current levels current high score in the game panel
341 * version number set to 3.2.5
344 * version 3.2.4 released
347 * fixed crash bug in toon drawing functions for large step offset values
350 * fixed some problems with displaying game panel when quick-loading tape
353 * fixed (experimental only) redrawing of every tile per frame (even if
354 unneeded) for the extended (R'n'D based) EMC graphics engine
355 * added optimization to only calculate element count for panel display
356 if really needed (that is, if element count values defined on panel)
357 * fixed problem with special editor door redraw when entering main menu
360 * fixed bug with displaying background for title messages on info screen
361 * some code cleanup for the extended (R'n'D based) EMC graphics engine
364 * fixed bug with CE action "move player" always resulting in player 4
365 if there was a CE action with no trigger player (because the player
366 element was calculated by using log_2() from trigger player bits with
367 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
368 triggering player bit mask and handling all players in "move player"
369 * fixed bug when defined artwork cannot be found for artwork that has
370 default artwork cloned from other artwork (without default filename)
371 * added several fixes to the extended (R'n'D based) EMC graphics engine
374 * fixed broken editor copy and paste for custom elements between levels
377 * title messages are now also searched in graphics artwork directory;
378 those found in graphics directory have precendence over those found
379 in level directory -- this handles title messages stored in graphics
380 directories as part of the artwork set, just like title images; this
381 makes sense, as corresponding special font definitions for messages
382 are usually defined in the same graphics artwork directory, and also
383 because title images and title messages that are combined in a level
384 set introduction should usually not be separated when the level set
385 is used with a different artwork set (e.g. using "override graphics")
386 * fixed problem with door borders on main screen by first drawing doors
387 and then the corresponding border masks, but not vice versa
388 * fixed problem with artwork config entries using the value "[DEFAULT]";
389 this does not what one might expect, but sets the value to an invalid
390 value -- solution: simply ignore such entries, which results in this
391 value keeping its previous (real) default value (in general, entries
392 that should use their default value should just not be defined here)
393 * fixed problem with wrong fading area size from main menu to setup menu
396 * fixed problem with broken crumbled graphics after level set changes
397 when using R'n'D custom artwork with level sets using the EMC engine
400 * fixed invisible "joysticks deactivated ..." text on setup input screen
403 * added use of hashes created from static lists (element tokens, image
404 config, font tokens) to speed up lookup of configuration parameters
405 * fixed bug where element and graphic config token lookup was mixed up
408 * added "busy" animation when initializing program and loading artwork
409 * added initialization profiling for program startup (debugging only)
412 * fixed(?) very strange bug apparently triggered by memset() when code
413 was cross-compiled with MinGW cross-compiler for Windows XP platform
414 (this only happened when using SDL.dll also self-compiled with MinGW)
417 * added graphics engine directive "border.draw_masked_when_fading" that
418 enables/disables drawing of border mask over screen that is just faded
421 * fixed small problem with separate fading definition for game screen
424 * added additional configuration directives for setup screen draw offset
425 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
426 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
427 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
428 used to define draw offset on custom artwork selection screens and
429 "CHOOSE_OTHER" is used on all other list style selection screens, like
430 choosing game speed or screen mode for fullscreen mode)
431 * added additional configuration directives to define main menu buttons:
432 - menu.button_name and menu.button_name.active
433 - menu.button_levels and menu.button_levels.active
434 - menu.button_scores and menu.button_scores.active
435 - menu.button_editor and menu.button_editor.active
436 - menu.button_info and menu.button_info.active
437 - menu.button_game and menu.button_game.active
438 - menu.button_setup and menu.button_setup.active
439 - menu.button_quit and menu.button_quit.active
440 * added eight pure decoration graphic definitions for the game panel
443 * added support for accessing native Diamond Caves II level packages
444 * fixed displaying of game panel values for Emerald Mine game engine
445 * fixed displaying end-of-level time and score values on new game panel
448 * added game panel control to display arbitrary elements on game panel
449 * added game panel control to display custom element score (globally
450 unique for identical custom elements) either as value or as element
451 * added ".draw_masked" and ".draw_order" to game panel control drawing
454 * fixed some general bugs with handling of ".active" elements and fonts
457 * cleanup of game panel elements (some elements were not really needed)
458 * added displaying of gravity state (on/off) as new game panel control
459 * added animation for game panel elements (similar to game elements)
462 * added new pseudo game mode "PANEL" to define panel fonts and graphics
463 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
464 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
465 (else graphics would have to use ".PLAYING", which would be confusing)
466 * fixed bug when fading out to game screen with border mask defined
469 * added attribute ".tile_size" for element style game panel controls
472 * added <space> key as additional valid key to use for confirm requester
475 * improved menu fading, adding separate fading definitions for entering
476 and leaving a "content" screen (in general), and optional definitions
477 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
480 * added (currently invisible) setup option to define scroll delay value
481 * fixed small bug in priority handling when auto-detecting level start
482 position in levels without player element (but player from CE etc.)
483 * added option "game.forced_scroll_delay_value" to override user choice
484 of scroll delay value for certain level sets with "graphicsinfo.conf"
485 * replaced setup option "scroll delay: on/off" by new setup option that
486 directly allows selecting the desired scroll delay value from 0 to 8
489 * added displaying of most game panel control elements (not animated)
492 * added new configuration directives to display additional game engine
493 values on the game control panel, like the following examples:
494 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
495 - game.panel.penguins - number of penguins to rescue
496 - game.panel.level_name - level name of current level
499 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
502 * added new player option "no centering when relocating" for "invisible"
503 teleportations to level areas that look exactly the same, giving the
504 illusion that the player did not relocate at all (this was the default
505 since 3.2.3, but caused visual problems with room creation in "Zelda")
506 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
509 * improved menu fading, adding separate fading definitions for entering
510 and leaving a menu and for fading between menu and "content" screens
511 * fixed small bug with recognizing also ".font_xyz" style definitions
514 * improved menu fading, adding separate fading definitions for fading
515 between menu screens and fading between menu and "destination" screens
518 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
519 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
520 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
521 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
523 * improved title fading, allowing fading animation types "none", "fade"
524 and "crossfade" (including cross-fading of last title to main menu)
527 * added configurability of graphics, sounds and music for title screens,
528 which are separated into initial title screens (only shown once at
529 program startup) and title screens shown for a given level set; these
530 title screens can be composed of up to five title images and up to
531 five title text messages (each drawn using an optional background
532 image), also using background music and/or sounds; aspects like
533 background images, sounds and music of title screens can either be
534 defined generally (valid for all title screens) or specifically (and
535 therefore differently for each title screen) using these directives:
537 to define a background image, sound or music file for all screens:
538 - background.TITLE_INITIAL (for all title screens for game startup)
539 - background.TITLE (for all title screens for level sets)
541 to define a background image, sound or music file for a single screen:
542 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
543 - background.titlescreen_x (with x in 1,2,3,4,5)
544 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
545 - background.titlemessage_x (with x in 1,2,3,4,5)
547 to define the title screen images:
548 - titlescreen_initial_x (with x in 1,2,3,4,5)
549 - titlescreen_x (with x in 1,2,3,4,5)
551 to define the title text messages, place text files into the level set
552 directory that have the following file names:
553 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
554 - titlemessage_x.txt (with x in 1,2,3,4,5)
556 to define the properties of the text messages, either use directives
557 that affect all text messages:
558 - [titlemessage_initial].<suffix>
559 - [titlemessage].<suffix>
560 or use directives that affect single text messages:
561 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
562 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
564 valid values for <suffix> are the same as for readme.<suffix> below;
565 use ".sort_priority" (default: 0) to define an arbitrary order for
566 title images and title messages (which can therefore be mixed)
569 * added full configurability of "readme.txt" screen appearance:
570 - readme.x: <left position used with alignment>
571 - readme.y: <top position>
572 - readme.width: <maximim text width in pixels>
573 - readme.height: <maximum text height in pixels>
574 - readme.chars: <maximum number of chars per line>
575 - readme.lines: <maximum number of lines displayed>
576 - readme.align: left,center,right (default: center)
577 - readme.top: top,middle,bottom (default: top)
578 - readme.font: font name
579 - readme.autowrap: true,false (default: true)
580 - readme.centered: true,false (default: false)
581 - readme.parse_comments: true,false (default: true)
582 - readme.sort_priority: (not used here, but only for title screens)
583 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
584 default), they are automatically determined from "readme.width" and
585 "readme.height" accordingly; when they are not "-1", they have
586 precedence over "readme.width" and "readme.height"
587 * added internal ad-hoc config settings for displaying text files like
588 title messages or "readme.txt" style level set info files:
589 - .font: font name (default: readme.font)
590 - .autowrap: true,false (default: readme.autowrap)
591 - .centered: true,false (default: readme.centered)
592 - .parse_comments: true,false (default: readme.parse_comments)
593 (the leading '.' and the separating ':' are mandatory here); to use
594 these ad-hoc settings, they have to be written inside a comment, like
595 "# .autowrap: false" or "# .centered: true"; these settings then
596 override the above global settings (they can even be used more than
597 once, like "# .centered: true", then some text that should be drawn
598 centered, then "# .centered: false" to go back to non-centered text;
599 important note: after using "# .parse_comments: false", or when using
600 "readme.parse_comments: false", detecting and parsing comments inside
601 the file is disabled and comments are just printed like normal text;
602 also be aware that all automatic text size calculations are done with
603 the font defined in "readme.font", while using different fonts using
604 "# .font: <font>" inside the text file may cause unexpected results
607 * changed some numerical limits in the level editor from 255 to 999
610 * added option "system.sdl_videodriver" to select SDL video driver
611 * added output of SDL video and audio driver to "version info" page
614 * added group element drawing to IntelliDraw drawing functions
615 * fixed animation resetting problem again (last try broke Snake Bite)
616 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
619 * added new (special) "include: <filename>" directive that works in all
620 configuration files (like "graphicsinfo.conf") and that has the same
621 effect as if that directive would be replaced with the content of the
622 specified file (this can be useful to split large configuration files
623 into several smaller ones and include them from one main file, or to
624 store configuration settings that always stay the same into a separate
625 file, while including it and only add those parts that really change)
628 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
631 * fixed bug in "InitMovingField()" where treating an integer array as
632 boolean caused wrong resetting of animations while elements are moving
633 * fixed problem with resetting animations when starting element change
636 * added sort priority for order of title screens and title messages
639 * changed end of game again: do not wait for the user to press a key
640 anymore, but directly ask/confirm tape saving and go to hall of fame
641 * re-enabled quitting of lost game by pressing space or return again
642 * added blanking of mouse pointer when displaying title screens
643 * added remaining menu draw offset definitions for info sub-screens
646 * added setup option to select game speed (from very slow to very fast)
647 * improved handling of title text messages (initial and for level set)
650 * added new options "auto-wrap" and "centered" for DC2 style envelopes
653 * fixed displaying and typing of player name when it is centered
654 * added special characters to be allowed for player name (not only A-Z)
657 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
658 (newer versions of the SDL library seem to not like this anymore)
661 * added code for configuration directives for control of game panel
664 * fixed small cosmetical bug with underlining property tabs in editor
667 * fixed small drawing bug in X11FadeRectangle
668 * added new elements for newly supported Diamond Caves II levels:
669 - EM/DC style exits that disappear after passing
670 - white key and gate (one white key needed for each white gate)
671 - fake gate (there is no key to open/pass this kind of gate!)
672 - extended magic wall which also handles pearls and crystals
676 * changed maximum value for endless loop detection to a higher value
677 (some levels really used very deep recursion without being endless)
680 * added new elements for newly supported Diamond Caves II levels:
681 - growing steel walls
682 - snappable land mine
685 * added new elements for newly supported Diamond Caves II levels:
686 - steel text elements
689 * added level file loader for native Diamond Caves II levels
692 * version number set to 3.2.4
695 * version 3.2.3 released
698 * fixed malloc/free bug when updating EMC artwork entries in level list
699 * added workaround (warning and request to quit the current game) when
700 changing elements cause endless recursion loop (which would otherwise
701 freeze the game, causing a crash-like program exit on some systems)
704 * fixed nasty string overflow bug when entering too long envelope text
707 * added feedback sounds for menu navigation "menu.item.activating" and
708 "menu.item.selecting" (for highlighting and executing menu entries)
711 * improved "no scrolling when relocating" to also consider scroll delay
712 (meaning that the player is not automatically centered in this case;
713 this makes it possible to "invisibly" relocate the player to a region
714 of the level playfield which looks the same as the old level region)
715 * fixed bug with not recognizing "main.input.name.align" when active
718 * fixed bug with displaying masked borders over title screens when
719 screen fading is disabled
722 * fixed infinite loop / crash bug when killing the player while having
723 a CE with the setting "kill player X when explosion of <player X>"
724 * added special editor graphic for "char_space" to distinguish it from
725 "empty_space" when editing a level (in-game graphics still the same)
728 * fixed nasty bug with initialization only done for the first player
731 * small change to handle loading empty element/content list micro chunks
734 * uploaded pre-release (test) version 3.2.3-0 binary and source code
737 * some optimizations on startup speed by reducing initial text output
740 * added caching of custom artwork information for faster startup times
743 * fixed graphical bug when using fewer menu entries on level selection
744 screen than usual (with "menu.list_size.LEVELS" directive)
745 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
746 the backbuffer to the backbuffer by error (with identical rectangle)
749 * fixed bug when displaying titlescreen with size less than element tile
750 * fixed bug that caused elements with "change when digging <e>" event
751 to change for _every_ digged element, not only those specified in <e>
752 * fixed bug that caused impact style collision when dropping element one
753 tile over the player that can both fall down and smash players
754 * fixed bug that caused impact style collision when element changed to
755 falling/smashing element over the player immediately after movement
758 * fixed bug that allowed making engine snapshots from the level editor
761 * fixed bugs with player name and current level positions on main screen
764 * added configuration directives for control of title screens:
765 - "title.fade_delay" for fading time
766 - "title.post_delay" for pause between screens (when not crossfading)
767 - "title.auto_delay" to automatically continue after some time
768 these settings can each be overridden by specifying them with titles:
769 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
770 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
771 fading mode can also be specified:
772 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
773 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
774 default is using normal fading for menues and initial title screens,
775 while using cross-fading for level set title screens
776 * fixed bug with background not drawn in Hall of Fame after game was won
779 * added configuration directives for the remaining main menu items
782 * added additional configuration directives for info screen draw offset:
783 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
784 * added additional configuration directives for preview info text
785 * limited mouse wheel sensitive screen area to scrollable screen area
788 * added highlighted menu text entries to menu navigation when selected
791 * fixed bug that prevented player from correctly being created in the
792 top left corner by a custom element change in a level without player
793 * fixed bug that prevented player from being killed when indestructible,
794 non-walkable element is placed on player position by extended change
795 * added configurable menu button, text and input positions to main menu
798 * added page fading effects for remaining info sub-screens
799 * fixed small bug that caused some delays when answering door request
802 * added directives "border.draw_masked.*" for menu/playfield area and
803 door areas to display overlapping/masked borders from "global.border"
806 * fixed bug with CE with move speed "not moving" not being animated
807 * when changing player artwork by CE action, reset animation frame
810 * fixed bug with not unmapping main menu screen gadgets on other screens
811 * fixed bug with un-pausing a paused game by releasing still pressed key
812 * fixed bug with not redrawing screen when toggling to/from fullscreen
813 mode while fast reloading tape (without redrawing playfield contents)
814 * fixed bug with quick-saving tape snapshot despite answering with "no"
817 * version number set to 3.2.3
820 * version 3.2.2 released
823 * fixed bug with redrawing screen in fullscreen mode after quick tape
824 reloading when using the EMC game engine
825 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
828 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
831 * added engine snapshot functionality for instant tape reloading (this
832 only works for the last tape saved using "quick save", and does not
833 work across program restarts, because it completely works in memory)
836 * version number set to 3.2.2
839 * version 3.2.1 released
842 * fixed nasty bugs with handling error message file on Mac OS X systems
845 * general code cleanup (removing many annoying "#if 0" blocks etc.)
848 * fixed bug that caused broken tapes when manually appending to tapes
849 using the "pause before death" functionality, followed by recording
850 * added setup option to disable fading of screens for faster testing
853 * code cleanup of new fading functions
856 * changed behaviour after solved game -- do not immediately stop engine
857 * added some more smooth screen fadings (game start, hall of fame etc.)
860 * fixed bug with displaying pushed CE with value/score/delay anim_mode
863 * added configurable level preview position, tile size and dimensions
864 * added configurable game panel value positions (gems, time, score etc.)
867 * fixed small bug with time displayed incorrectly when collecting CEs
870 * fixed bug with bumpy scrolling with EM engine in double player mode
873 * added compatibility code to fix "Snake Bite" style levels that were
874 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
877 * fixed bug with scrollbars inside editor when using the Windows mouse
878 enhancement tool "True X-Mouse" (which injects key events to the event
879 queue to insert selected stuff into the Windows clipboard, which gets
880 confused with the "Insert" key for jumping to the last editor cascade
881 block in the element list)
882 * added Rocks'n'Diamonds icon for use as window icon to SDL version
883 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
886 * added selection of preferred fullscreen mode to setup / graphics menu
887 (useful if default mode 800 x 600 does not match screen aspect ratio)
890 * improved down-scaling of images for better editor and preview graphics
891 * changed user data directory for Mac OS X from Unix style to new place
894 * improved level number selection in main menu and player selection in
895 setup menu (input devices section) by using standard button gadgets
896 * added support for mouse scroll wheel (caused buggy behaviour before)
897 * added support for scrolling horizontal scrollbars with mouse wheel by
898 holding "Shift" key pressed while scrolling the wheel
899 * added support for single step mouse wheel scrolling by holding "Alt"
900 key pressed while scrolling the wheel (can be combined with "Shift")
901 * changed output file "stderr.txt" on Windows platform now always to be
902 created in the R'n'D sub-directory of the personal documents directory
903 * added Windows message box to direct to "stderr.txt" after error aborts
906 * improved general scrollbar handling (when jump-scrolling scrollbars)
909 * changed scrollbars to always show last line as first after scrolling
910 (that means jumping n - 1 screen lines instead of n screen lines)
913 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
914 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
915 * fixed special handling of vertically stacked acid becoming fake acid
918 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
919 affect multiple instances of the same CE, although this kind of
920 change condition usually only affects one single custom element
923 * version number set to 3.2.1
926 * version 3.2.0 released
929 * reorganized level editor element list a bit to match engines better
932 * fixed newly introduced bug with wrongly initializing clipboard element
935 * fixed bug with displaying visible/invisible level border in editor
938 * reorganized some elements in the level editor element list
941 * fixed bug with displaying any player as "yellow" when moving into acid
942 * fixed bug with displaying running player when player stopped at border
945 * fixed bug with player exploding when moving into acid
946 * fixed bug with level settings being reset in editor and when playing
947 (some compatibility settings being set not only after level loading)
948 * fixed crash bug when number of custom graphic frames was set to zero
949 * fixed bug with teleporting player on walkable tile not working anymore
950 * added partial compatibility support for pre-release-only "CONF" chunk
951 (to make Alan Bond's "color cycle" demo work again :-) )
954 * fixed some bugs when displaying title screens from info screen menu
955 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
958 * changed file major version to 3 to reflect level file format changes
959 * uploaded pre-release (test) version 3.2.0-8 binary and source code
962 * added new chunk "NAME" to level file format for level name settings
963 * added new chunk "NOTE" to level file format for envelope settings
964 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
965 * updated magic(5) file to recognize changed and new level file chunks
966 * removed change events "change when CE value/score changes" as unneeded
969 * changed gravity (which only affects the player) from level property
970 to player property (only makes a difference in multi-player levels)
971 * added change events "change when CE value/score changes"
972 * added change events "change when CE value/score changes of <element>"
975 * added new chunk "INFO" to level file format for global level settings
976 * added all element settings from "HEAD" chunk to "CONF" chunk
977 * added all global level settings from "HEAD" chunk to "INFO" chunk
980 * changed level file format by adding two new chunks "CUSX" (for custom
981 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
982 elements, replacing the previous "GRP1" chunk); these new IFF style
983 chunks use the new and flexible "micro chunks inside chunks" technique
984 already used with the new "CONF" chunk (for normal element properties)
985 which makes it possible to easily extend the existing level format
986 (instead of using fixed-length chunks like before, which are either
987 too big due to reserved bytes for future use, or too small when those
988 reserved bytes have all been used and even more data should be stored,
989 requiring the replacement by new and larger chunks just like it went
990 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
993 * added credits pages to the "credits" section that were really missing
994 * added some missing element descriptions to the level editor
995 * added down position of switchgate switch to the level editor
996 and allowed the use of both switch positions at the same time
997 * changed use of "Insert" and "Delete" keys to navigate element list in
998 level editor to start of previous or next cascading block of elements
1001 * added the possibility to view the title screen to the info screen menu
1002 * fixed some minor bugs with viewing title screens
1005 * fixed bug with title (cross)fading in/out when using fullscreen mode
1008 * fixed bug that forced re-defining of menu settings in local graphics
1009 config file which are already defined in existing base config file
1010 * fixed small bug that caused door sounds playing when music is enabled
1013 * added the possibility to define up to five title screens for each
1014 level set that are displayed after loading using (cross)fading in/out
1015 (this was added to display the various start images of the EMC sets)
1018 * added "CE score gets zero [of]" to custom element trigger conditions
1019 * added setup option to display element token name in level editor
1022 * added compatibility code for Juergen Bonhagen's menu artwork settings
1025 * fixed bug with displaying wrong animation frame 0 after CE changes
1026 * fixed bug with creating invisible elements when light switch is on
1029 * added selection between ECS and AGA graphics for EMC levels to setup
1032 * adjusted font handling for various narrow EMC style fonts
1035 * changed EM engine behaviour back to re-allow initial rolling springs
1038 * fixed handling of over-large selectboxes (less error-prone now)
1039 * fixed bug when creating GE with walkable element under the player
1042 * added use of "Insert" and "Delete" keys to navigate element list in
1043 level editor to start of custom elements or start of group elements
1044 * added virtual elements to access CE value and CE score of elements:
1045 - "CE value of triggering element"
1046 - "CE score of triggering element"
1047 - "CE value of current element"
1048 - "CE score of current element"
1051 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1054 * changed behaviour of network games with internal errors (because of
1055 different client frame counters) from immediately terminating R'n'D
1056 to displaying an error message requester and stopping only the game
1057 (also to prevent impression of crashes under non command-line runs)
1058 * fixed playing network games with the EMC engine (did not work before)
1059 * fixed bug with not scrolling the screen in multi-player mode with the
1060 focus on player 1 when all players are moving in different directions
1061 * fixed bug with keeping pointer to gadget even after its deallocation
1062 * fixed bug with allowing "focus on all players" in network games
1063 * fixed bug with player focus when playing tapes from network games
1066 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1069 * code cleanup for game action control for R'n'D and EMC game engine
1072 * fixed bug in multi-player movement with focus on both players
1073 * added option to control only the focussed player with all input
1076 * added player focus switching to level tape recording and re-playing
1079 * fixed some bugs in player focus switching in EMC and RND game engine
1082 * added special Supaplex animations for Murphy digging and snapping
1083 * added special Supaplex animations for Murphy being bored and sleeping
1086 * added four new yam yams with explicit start direction for EMC engine
1087 * fixed bug in src/libgame/text.c with printing text outside the window
1090 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1093 * added delayed ignition of EM style dynamite when used in R'n'D engine
1094 * added limited movement range to EMC engine when focus on all players
1097 * fixed bug with missing (zero) score values for native Supaplex levels
1100 * added "continuous snapping" (snapping many elements while holding the
1101 snap key pressed, without releasing the snap key after each element)
1102 as a new player setting for more compatibility with the classic games
1105 * finished scrolling for "focus on all players" in EMC graphics engine
1108 * level sets with "levels: 0" are ignored for levels, but not artwork
1109 * fixed bug when scanning empty level group directories (endless loop)
1112 * fixed bug with explosion graphic for player using "Murphy" graphic
1113 * fixed bug with explosion graphic if player leaves explosion in time
1114 * changed some descriptive text in setup menu to use medium-width font
1115 * added key shortcut settings for switching player focus to setup menu
1118 * fixed bug with random value initialization when recording tapes
1119 * fixed bug with playing single player tapes when team mode activated
1122 * fixed little bug when trying to switch to player that does not exist
1125 * added player switching (visual and quick) to R'n'D and EM game engine
1126 * added setup option to select visual or quick in-game player switching
1129 * added use of "Home" and "End" keys to handle element list in editor
1132 * fixed bug with adding score when playing tape with EMC game engine
1133 * added steel wall border for levels using EMC engine without border
1134 * finally fixed delayed scrolling in EMC engine also for small levels
1137 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1140 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1141 * fixed bug when displaying info element without action, but direction
1144 * fixed minor graphical problems with springs smashing and slurping
1145 (when using R'n'D style graphics instead of EMC style graphics)
1148 * added scroll delay (as configured in setup) to EMC graphics engine
1151 * improved screen redraw for EMC graphics engine (faster and smoother)
1152 * when not scrolling, do not redraw the whole playfield if not needed
1155 * added multi-player mode for EMC game engine (with up to four players)
1158 * added android (can clone elements) from EMC engine to R'n'D engine
1161 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1164 * added selectbox for initial player speed to player settings in editor
1167 * version 3.1.2 created that is basically version 3.1.1, but with a
1168 major bug fixed that prevented editing your own private levels
1169 * version 3.1.2 released
1172 * added magic ball (creates elements) from EMC engine to R'n'D engine
1175 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1178 * fixed bug when using "CE can leave behind <trigger element>"
1179 * added new change condition "(after/when) creation of <element>"
1180 * added new change condition "(after/when) digging <element>"
1181 * fixed bug accessing invalid gadget that caused crashes under Windows
1182 * deactivated new possibility for multiple CE changes per frame
1185 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1188 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1189 * fixed bug with not keeping CE value for moving CEs with only action
1190 * changed CE action selectboxes in editor to be only reset when needed
1193 * added option "use artwork from element" for custom player artwork
1194 * added option "use explosion from element" for player explosions
1197 * added cascaded element lists in the level editor
1198 * added persistence for cascaded element lists by "editorcascade.conf"
1199 * added dynamic element list with all elements used in current level
1200 * added possibility for multiple CE changes per frame (experimental)
1203 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1206 * changed "score for each 10 seconds/steps left" to "1 second/step"
1207 * added own score for collecting "extra time" instead of sharing it
1208 * added change events "switched by player" and "player switches <e>"
1209 * added change events "snapped by player" and "player snaps <e>"
1210 * added "set player artwork: <element choice>" to CE action options
1211 * added change event "move of <element>"
1214 * added "set player shield: off / normal / deadly" to CE action options
1215 * added new player option "use level start element" in level editor
1216 to set the correct focus at level start to elements from which the
1217 player is created later (this did not work before for cascaded CE
1218 changes resulting in creation of the player; it is now also possible
1219 to create the player from a yam yam which is smashed at level start)
1222 * added "set player speed: frozen (not moving)" to CE action options
1223 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1226 * added new player option "block snap field" (enabled by default) to
1227 make it possible to show a snapping animation like in Emerald Mine
1230 * added dynamic selectboxes to custom element action settings in editor
1231 * added "CE value" counter for custom elements (instead of "CE count")
1232 * added option to use the last "CE value" after custom element change
1233 * added option to use the "CE value" of other elements in CE actions
1234 * fixed odd behaviour when pressing time orb in levels w/o time limit
1235 * added checkbox "use time orb bug" for older levels that use this bug
1238 * added missing configuration settings for the following elements:
1239 - EL_TIMEGATE_SWITCH (time of open time gate)
1240 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1241 - EL_SHIELD_NORMAL (time of shield duration)
1242 - EL_SHIELD_DEADLY (time of shield duration)
1243 - EL_EXTRA_TIME (time added to level time)
1244 - EL_TIME_ORB_FULL (time added to level time)
1247 * added "wind direction" as a movement pattern for custom elements
1248 * added initial wind direction for balloon / custom elements to editor
1249 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1252 * added parameters for "game of life" and "biomaze" elements to editor
1255 * added level file chunk "CONF" for generic level and element settings
1258 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1261 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1262 * added sound action ".page[1]" to ".page[32]" for each CE change page
1265 * added image config suffix ".clone_from" to copy whole image settings
1266 * fixed bug with invalid ("undefined") CE settings in old level files
1269 * fixed graphical bug with smashing elements falling faster than player
1272 * fixed major bug which prevented private levels from being edited
1273 * fixed bug with precedence of general and special font definitions
1276 * fixed graphical bug with player animation when player moves slowly
1279 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1282 * fixed bug which prevented "global.num_toons: 0" from working
1285 * major code cleanup (removed all these annoying "#if 0" blocks)
1288 * added custom element actions for CE change page in level editor
1291 * fixed music initialization bug in init.c (thanks to David Binderman)
1292 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1293 (this bug must probably be fixed at other places, too)
1296 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1297 (should be '#include <SDL.h>' instead)
1300 * fixed bug which prevented "walkable from no direction" from working
1301 (due to compatibility code overwriting this setting after loading)
1304 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1307 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1308 * version 3.1.1 released
1311 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1312 on 64-bit architecture systems with LP64 data model
1315 * fixed bug with bombs not exploding when hitting the last level line
1316 (introduced after the release of 3.1.0)
1319 * added support for dumping small-sized level sketches from editor
1322 * added recognition of "trigger element" for "change digged element to"
1323 (this is not really what the "trigger element" was made for, but its
1324 use may seem obvious for leaving back digged elements unchanged)
1327 * fixed multiple warnings about failed joystick device initialization
1330 * fixed bug with dynamite dropped on top of just dropped custom element
1331 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1332 dynamite can still be dropped, but drop key must be released before
1335 * fixed bug with wrong start directory when started from file browser
1336 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1339 * fixed bug causing "change when impact" on player not working
1340 * fixed wrong priority of "hitting something" over "hitting <element>"
1341 * fixed wrong priority of "hit by something" over "hit by <element>"
1344 * fixed graphical bug which caused the player (being Murphy) to show
1345 collecting animations although the element was collected by penguin
1348 * fixed two bugs causing wrong door background graphics in system.c
1349 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1352 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1353 * added "no direction" to "walkable/passable from" selectbox options
1356 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1357 * in tape autoplay, not only report broken, but also missing tapes
1360 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1363 * fixed small bug with "linear" animation not working for active lamp
1366 * fixed bug with moving up despite gravity due to "block last field"
1367 * fixed small bug with wrong draw offset when typing name in main menu
1368 * when reading user names from "passwd", ignore data after first comma
1369 * when creating new "levelinfo.conf", only write some selected entries
1372 * fixed displaying "imported from/by" on preview with empty string
1373 * fixed ignoring draw offset for fonts used for level preview texts
1376 * fixed a delay problem with SDL and too many mouse motion events
1377 * added setup option "skip levels" and level skipping functionality
1380 * added move speed "not moving" for non-moving CEs, but with direction
1383 * fixed mapping of obsolete element token names in "editorsetup.conf"
1384 * fixed bug with sound "acid.splashing" treated as a loop sound
1385 * fixed some little sound bugs in native EM engine
1388 * fixed small bug when dragging scrollbars to end positions
1391 * added editor element descriptions written by Aaron Davidson
1394 * improved fallback handling when configured artwork is not available
1395 (now using default artwork instead of exiting when files not found)
1398 * fixed bug on level selection screen when dragging scrollbar
1401 * fixed bug which caused broken tapes when appending to EM engine tapes
1404 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1407 * added code to replace changed artwork config tokens with other tokens
1408 (needed for backwards compatibility, so that older tokens still work)
1411 * added native R'n'D graphics for some new EMC elements in EM engine
1414 * fixed some bugs in the EM engine integration code
1415 * changed EM engine code to allow diagonal movement
1416 * changed EM engine code to allow use of separate snap and drop keys
1419 * fixed some redraw bugs when using EM engine
1422 * fixed bug with not converting RND levels which are set to use native
1423 engine to native level structure when loading
1426 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1429 * version number set to 3.2.0
1432 * level data now reset to defaults after attempt to load invalid file
1435 * added use of "editorsetup.conf" for different level sets
1438 * added auto-detection for various types of Emerald Mine level files
1441 * fixed bug with scrollbars getting too small when list is very large
1444 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1447 * added most level editor configuration gadgets for new EMC elements
1450 * added more element and graphic definitions for new EMC elements
1453 * modified native EM engine to use integrated R'n'D sound system
1456 * added SDL support to graphics functions in native EM engine
1457 (by always using generic libgame interface functions)
1460 * fixed bug in frame synchronization in native EM engine
1463 * added code to convert levels between R'n'D and native EM engine
1466 * new Emerald Mine engine can now play levels selected in main menu
1469 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1470 (which creates scaled down graphics for level editor and preview);
1471 there's still a memory leak somewhere in the artwork handling code
1472 * added "scale image up" functionality to X11 version of zoom function
1475 * first attempts to integrate new, native Emerald Mine Club engine
1478 * fixed bug in gadget code which caused reset of CEs in level editor
1479 (example: pressing 'b' [grab brush] on CE config page erased values)
1480 (solution: check if gadgets in ClickOnGadget() are really mapped)
1481 * improved level change detection in editor (settings now also checked)
1482 * fixed bug with "can move into acid" and "don't collide with" state
1485 * fixed maze runner style CEs to use the configured move delay value
1488 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1491 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1492 * fixed the above fix because it broke level set "machine" (*sigh*)
1493 * fixed random element placement in level editor to work as expected
1494 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1497 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1500 * fixed bug (missing array boundary check) which caused broken tapes
1501 * fixed bug (when loading level template) which caused broken levels
1502 * fixed bug with new block last field code when using non-yellow player
1505 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1506 * internal change of how the player blocks the last field when moving
1507 * fixed blocking delay of last field for EM and SP style block delay
1508 * fixed bug where the player had to wait for the usual move delay after
1509 unsuccessfully trying to move, when he directly could move after that
1510 * the last two changes should make original Supaplex level 93 solvable
1511 * improved use of random number generator to make it less predictable
1512 * fixed behaviour of slippery SP elements to let slip left, then right
1515 * fixed bug with wrong door state after trying to quickload empty tape
1516 * fixed waste of static memory usage of the binary, making it smaller
1517 * fixed very little graphical bug in Supaplex explosion
1520 * version number set to 3.1.1
1523 * version 3.1.0 released
1526 * fixed bug with crash when writing user levelinfo.conf the first time
1529 * added option "convert LEVELDIR [NR]" to command line batch commands
1530 * re-converted Supaplex levels to apply latest engine fixes
1531 * changed "use graphic/sound of element" to "use graphic of element"
1532 due to compatibility problems with some levels ("bug machine" etc.)
1535 * fixed bug with CE change replacing player with same or other player
1538 * fixed bug with opaque font in envelope with background graphic when
1539 background graphic is not transparent itself
1542 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1543 * corrected original Supaplex level loading code to use these new ports
1544 * also corrected Supaplex loader to auto-count infotrons if set to zero
1547 * fixed bug with missing initialization of "modified" flag for GEs
1550 * fixed bug that caused endless recursion loop when relocating player
1551 * fixed tape recorder bug in "step mode" when using "pause before end"
1552 * fixed tape recorder bug when changing from "warp forward" mode
1555 * fixed bug with "when touching" for pushed elements at last position
1558 * fixed bug that caused two activated toolbox buttons in level editor
1559 * fixed bug with exploding dynabomb under player due to other explosion
1562 * fixed bug with creating walkable custom element under player (again)
1563 * fixed bug with not copying explosion type when copying CEs in editor
1564 * fixed graphical bug when drawing player in setup menu (input devices)
1565 * fixed graphical bug when the player is pushing an accessible element
1566 * fixed bug with classic switchable elements triggering CE changes
1567 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1568 * fixed crash bug when CE leaves behind the trigger player element
1571 * fixed bug with broken tubes after placing/exploding dynamite in them
1572 * fixed bug with exploding dynamite under player due to other explosion
1573 * fixed bug with not resetting push delay under certain circumstances
1576 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1577 * added network multiplayer code for Windows (thanks to Niko Böhm)
1580 * added option "reachable despite gravity" for gravity movement
1581 * changed gravity movement of most classic walkable and passable
1582 elements back to "not reachable" (for compatibility reasons)
1585 * fixed (removed) "indestructible" / "can explode" dependency in editor
1586 * fixed (removed) "accessible inside" / "protected" dependency
1587 * fixed (removed) "step mode" / "shield time" dependency
1590 * fixed dynabombs exploding now into anything diggable
1591 * fixed Supaplex style gravity movement into buggy base now impossible
1592 * added pressing key "space" as valid action to select menu options
1595 * added "replace when walkable" to relocate player to walkable element
1596 * added "enter"/"leave" event for elements affected by relocation
1597 * fixed "direct"/"indirect" change order also for "when change" event
1598 * fixed graphical bug when pushing things from elements walkable inside
1601 * fixed graphic bug when player is snapping while moving in old levels
1602 * fixed bug when a moving custom element leaves a player element behind
1603 * fixed bug with mole not disappearing when moving into acid pool
1604 * fixed bug with incomplete path setting when using "--basepath" option
1605 * moving CE can now leave walkable elements behind under the player
1606 * when relocating, player can be set on walkable element now
1607 * fixed another gravity movement bug
1610 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1613 * added "collectible" and "removable" to extended replacement types
1614 (where "removable" replaces "diggable" and "collectible" elements)
1615 * added "collectible & throwable" (to throw element to the next field)
1616 * fixed bug with CEs digging elements that are just about to explode
1617 * changed mouse cursor now always being visible when game is paused
1620 * added possibility to push/press accessible elements from a side that
1622 * fixed bug with not setting actual date when appending to tape
1625 * fixed bug with incorrectly initialized custom element editor graphics
1628 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1629 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1632 * fixed bug with destroyed robot wheel still attracting robots forever
1633 * fixed bug with time gate switch deactivating after robot wheel time
1634 (while the time gate itself is not affected by this misbehaviour)
1635 * changed behaviour of BD style amoeba to always get blocked by player
1636 (before it was different when there were non-BD elements in level)
1637 * fixed bug with player destroying indestructable elements with shield
1640 * added option to make growing elements grow into anything diggable
1641 (for the various amoeba types, biomaze and "game of life")
1644 * fixed bug with movable elements not moving after left behind by CEs
1645 * changed gravity movement to anything diggable, not only sand/base
1646 * optionally allowing passing to walkable element, not only empty space
1647 * added option "can pass to walkable element" for players
1648 * finally fixed gravity movement (hopefully)
1651 * fixed bug with movable elements not moving anymore after falling down
1654 * fixed another bug with custom elements digging and leaving elements
1655 * fixed bug with "along left/right side" and automatic start direction
1656 * trigger elements now also displayed when "more custom" deactivated
1657 * fixed bug with clipboard element initialized when loading new level
1658 * added option "drop delay" to set delay before dropping next element
1661 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1664 * added copy and paste functions for custom change pages
1665 * enhanced graphical display and functionality of tape recorder
1666 * fixed bug with custom elements digging and leaving elements
1669 * added move speed faster than "very fast" for custom elements
1670 * fixed bug with 3+3 style explosions and missing border content
1671 * fixed little bug when copying custom elements in the editor
1672 * enhanced custom element changes by more side trigger actions
1675 * added option "no scrolling when relocating" for instant teleporting
1676 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1679 * added trigger element and trigger player to use as target elements
1680 * added copy and paste functions for custom and group elements
1683 * fixed graphical bug when displaying explosion animations
1684 * fixed bug when appending to tapes, resulting in broken tapes
1685 * re-recorded a few tapes broken by fixing gravity checking bug
1688 * "can move into acid" property now for all elements independently
1689 * "can fall into acid" property for player stored in same bitfield now
1690 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1691 * version number set to 3.1.0 (finally!)
1694 * changed tape recording to only record input, not programmed actions
1697 * fixed totally broken (every 8th frame skipped) step-by-step recording
1698 * fixed bug with requester not displayed when quick-loading interrupted
1699 * added option "can fall into acid (with gravity)" for players
1700 * fixed bug with player not falling when snapping down with gravity
1703 * fixed bug which messed up key config when using keypad number keys
1706 * fixed bug which allowed moving upwards even when gravity was active
1707 * fixed bug with missing error handling when dumping levels or tapes
1710 * added different colored editor graphics for Supaplex gravity tubes
1713 * fixed bug that allowed solvable tapes for unsolvable levels
1716 * use unlimited number of droppable elements when "count" set to zero
1717 * added option to use step limit instead of time limit for level
1720 * added player and change page as trigger for custom element change
1723 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1726 * fixed bug with dark yamyam changing to acid when moving over acid
1727 * fixed handling of levels with more than 999 seconds level time
1728 (example: level 76 of "Denmine")
1731 * "spring push bug" reintroduced as configurable element property
1732 * fixed bug with missing properties for "mole"
1733 * fixed bug that showed up when fixing the above "mole" properties bug
1734 * added option "can move into acid" for all movable elements
1735 * fixed graphical bug for elements moving into acid
1736 * changed event handling to handle all pending events before going on
1739 * fixed bug which caused all CE change pages to be ignored which had
1740 the same change event, but used a different element side
1741 (reported by Simon Forsberg)
1743 * fixed bug which caused elements that can move and fall and that are
1744 transported by a conveyor belt to continue moving into that direction
1745 after leaving the conveyor belt, regardless of their own movement
1746 type; only elements which can not move are transported now
1747 (reported by Simon Forsberg)
1749 * fixed bug which could cause an array overflow in RelocatePlayer()
1750 (reported by Niko Böhm)
1752 * changed Emerald Mine style "passable / over" elements to "protected"
1753 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1755 * added new option to select from which side a "walkable/passable"
1756 element can be entered
1759 * added explosion and ignition delay for elements that can explode
1762 * fixed bug which caused player not being protected against enemies
1763 when a CE was "walkable / inside" and was not "indestructible"
1764 * added "walkable/passable" fields to be "protected/unprotected"
1765 against enemies, even if not accessible "inside" but "over/under"
1768 * corrected move pattern to 32 bit and initial move direction to 8 bit
1771 * added second custom element base configuration page
1774 * added some special EMC mappings to Emerald Mine level loader
1775 (also covering previously unknown element in level 0 of "Bondmine 8")
1778 * added option to block last field when player is moving (for Supaplex)
1779 * adjusted push delay of Supaplex elements
1780 * removed delays for envelopes etc. when replaying with maximum speed
1781 * fixed bug when dropping element on a field that just changed to empty
1784 * fixed bug: infotrons can now smash yellow disks
1785 * fixed bug: when gravity active, port above player can now be entered
1786 * removed "one white dot" mouse pointer which irritated some people
1789 * added "choice type" for group element selection
1792 * fixed bug with initial invulnerability of non-yellow player
1795 * added level loader for loading native Supaplex packed levels
1796 (including multi-part levels like the "splvls99" levels)
1799 * fixed bug which allowed creating emeralds by escaping explosions
1802 * custom elements can change (limited) or leave (unlimited) elements
1803 * finally added multiple matches using group elements
1804 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1807 * added new start movement type "previous" for continued CE movement
1808 * added new start movement type "random" for random CE movement start
1811 * added new element "sokoban_field_player" needed for Sokoban levels
1812 (thanks to Ed Booker for pointing this out!)
1815 * added elements that can be digged or left behind by custom elements
1818 * added group elements for multiple matches and random element creation
1821 * fixed some graphical errors displayed in old levels
1824 * fixed wrong double speed movement after passing closing gates
1827 * added level loader for loading native Emerald Mine levels
1830 * changes for "shooting" style CE movement
1833 * Happy New Year! ;-)
1836 * changed default snap/drop keys from left/right Shift to Control keys
1839 * fixed bug with dead player getting reanimated from custom element
1842 * fixed bug with wrong penguin graphics (when entering exit)
1845 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1848 * version number set to 3.0.9
1851 * version 3.0.8 released
1854 * added function checked_free()
1857 * fixed bug with double nut cracking sound
1858 (by eliminating "default element action sound" assignment in init.c)
1861 * fixed crash when no music info files are available
1864 * fixed boring and sleeping sounds
1867 * added "maze runner" and "maze hunter" movement types
1868 * added extended collision conditions for custom elements
1871 * added warnings for undefined token values in artwork config files
1874 * added menu entry for level set information to the info screen
1877 * fixed bug with wrong default impact sound for colored emeralds
1880 * added several sub-screens for the info screen
1881 * menu text now also clickable (not only blue/red sphere left of it)
1884 * added configurable "bored" and "sleeping" animations for the player
1885 * added "awakening" sound for player when waking up after sleeping
1888 * added "copy" and "exchange" functions for custom elements to editor
1891 * added configurable element animations for info screen
1894 * added configurable music credits for info screen
1897 * finally fixed tape recording when player is created from CE change
1900 * added "editorsetup.conf" for editor element list configuration
1903 * added "musicinfo.conf" for menu and level music configuration
1906 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1907 (that only showed up on Linux, but not on Windows systems)
1910 * fixed turning movement of butterflies and fireflies (no frame reset)
1911 * enhanced sniksnak turning movement (two steps instead of only one)
1914 * version number set to 3.0.8
1917 * version 3.0.7 released
1920 * fixed reset of player animation frame when, for example,
1921 walking, digging or collecting share the same animation
1922 * fixed CE with "deadly when touching" exploding when touching amoeba
1925 * fixed tape recording when player is created from CE element change
1928 * introduced "turning..." action graphic for elements with move delay
1929 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1930 * added turning animations for bug, spaceship and sniksnak
1933 * prevent "extended" changed elements from delay change in same frame
1936 * fixed bug when pushing element that can move away to the side
1937 (like pushing falling elements, but now with moving elements)
1940 * finally fixed serious bug in code for delayed element pushing (again)
1943 * unavailable setup options now marked as "n/a" instead of "off"
1944 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1945 to "true", levels are always played with the latest game engine,
1946 which is desired for levels that are imported from other games; all
1947 other levels are played with the engine version stored in level file
1948 (which is normally the engine version the level was created with)
1951 * fixed serious bug in code for delayed element pushing
1952 * fixed little bug in animation frame selection for pushed elements
1953 * speed-up of reading config file for verbose output
1956 * added configuration option for opening and closing Supaplex exit
1957 * added configuration option for moving up/down animation for Murphy
1958 * fixed incorrectly displayed animation for attacking dragon
1959 * fixed bug with not setting initial gravity for each new game
1960 * fixed bug with teleportation of player by custom element change
1961 * fixed bug with player not getting smashed by rock sometimes
1964 * version number set to 3.0.7
1967 * version 3.0.6 released
1970 * added support for MP3 music for SDL version through SMPEG library
1973 * fixed bug when initializing font graphic structure
1974 * fixed bug with animation mode "pingpong" when using only 1 frame
1975 * fixed bug with extended change target introduced in 3.0.5
1976 * fixed bug where passing over moving element doubles player speed
1977 * fixed bug with elements continuing to move into push direction
1978 * fixed bug with duplicated player when dropping bomb with shield on
1979 * added "switching" event for custom elements ("pressing" only once)
1980 * fixed switching bug (resetting flag when not switching but not idle)
1983 * fixed element tokens for certain file elements with ".active" etc.
1986 * version number set to 3.0.6
1989 * version 3.0.5 released
1992 * now four envelope elements available
1993 * font, background, animation and sound for envelope now configurable
1994 * main menu doors opening/closing animation type now configurable
1997 * active/inactive sides configurable for custom element changes
1998 * new movement type "move when pushed" available for custom elements
2001 * fixed bug in multiple config pages loader code that caused crashes
2004 * enhanced (remaining low-resolution) Supaplex graphics
2007 * version number set to 3.0.5
2010 * version 3.0.4 released
2012 2003-09-12 src/tools.c
2013 * fixed bug in custom definition of crumbled element graphics
2015 2003-09-11 src/files.c
2016 * fixed bug in multiple config pages code that caused crashes
2019 * version number set to 3.0.4
2022 * version 3.0.3 released
2025 * added music to Supaplex classic level set
2027 2003-09-07 src/libgame/misc.c
2028 * added support for loading various music formats through SDL_mixer
2030 2003-09-06 (various source files)
2031 * fixed several nasty bugs that may have caused crashes on some systems
2032 * added envelope content which gets displayed when collecting envelope
2033 * added multiple change event pages for custom elements
2035 2003-08-24 src/game.c
2036 * fixed problem with player animation when snapping and moving
2038 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2039 * fixed problem with flickering when drawing toon animations
2041 2003-08-23 src/libgame/sdl.c
2042 * fixed problem with setting mouse cursor in SDL version in fullscreen
2044 2003-08-23 src/game.c
2045 * fixed bug (missing array boundary check) which could crash the game
2048 * version number set to 3.0.3
2051 * version 3.0.2 released
2053 2003-08-21 src/game.c
2054 * fixed bug with creating inaccessible elements at player position
2056 2003-08-20 src/init.c
2057 * fixed bug with not finding current level artwork directory
2059 2003-08-20 src/files.c
2060 * fixed bug with choosing wrong engine version when playing tapes
2061 * fixed bug with messing up custom element properties in 3.0.0 levels
2064 * version number set to 3.0.2
2067 * version 3.0.1 released
2069 2003-08-17 (no source files affected)
2070 * changed all "classic" PCX image files with 16 colors or less to
2071 256 color (8 bit) storage format, because the Allegro game library
2072 cannot handle PCX files with less than 256 colors (contributed
2073 graphics are not affected and might look wrong in the DOS version)
2075 2003-08-16 src/init.c
2076 * fixed bug which (for example) crashed the level editor when defining
2077 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2078 (only set to default) -- invalid graphics now set to default graphic
2080 2003-08-16 src/init.c
2081 * fixed graphical bug of player digging/collecting/snapping element
2082 when no corresponding graphic/animation is defined for this action,
2083 resulting in player being drawn as EL_EMPTY (which should only be
2084 done to elements being collected, but not to the player)
2086 2003-08-16 src/game.c
2087 * fixed small graphical bug of player not totally moving into exit
2089 2003-08-16 src/libgame/setup.c
2090 * fixed bug with wrong MS-DOS 8.3 filename conversion
2092 2003-08-16 src/tools.c
2093 * fixed bug with invisible mouse cursor when pressing ESC while playing
2095 2003-08-16 (various source files)
2096 * added another 128 custom elements (disabled in editor by default)
2098 2003-08-16 src/editor.c
2099 * fixed NULL string bug causing Solaris to crash in sprintf()
2101 2003-08-16 src/screen.c
2102 * fixed drawing over scrollbar on level selection with custom fonts
2104 2003-08-15 src/game.c
2105 * cleanup of simple sounds / loop sounds / music settings
2107 2003-08-08 (various source files)
2108 * added custom element property for dropping collected elements
2110 2003-08-08 src/conf_gfx.c
2111 * fixed bug with missing graphic for active red disk bomb
2113 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2114 * extended variable "level.gravity" to "level.initial_gravity" and
2115 "game.current_gravity" to prevent level setting from being changed
2116 by playing the level (keeping the runtime value after playing)
2118 * fixed graphics bug when digging element that has 'crumbled' graphic
2119 definition, but not 'diggable' graphic definition
2122 * version number set to 3.0.1
2125 * version 3.0.0 released
2128 * various bug fixes; among others:
2129 - fixed bug with pushing spring over empty space
2130 - fixed bug with leaving tube while placing dynamite
2131 - fixed bug with explosion of smashed penguins
2132 - allow Murphy player graphic in levels with non-Supaplex elements
2136 * I have forgotten to document changes for some time
2139 * pre-release version 2.2.0rc1 released
2142 * version number set to 2.1.2
2145 * version 2.1.1 released
2148 * version number set to 2.1.1
2151 * version 2.1.0 released
2154 * version number set to 2.1.0
2156 2002-04-03 to 2002-05-19 (various source files)
2157 * graphics, sounds and music now fully configurable
2158 * bug fixed that prevented walking through tubes when gravity on
2160 2002-04-02 src/events.c, src/editor.c
2161 * Make Escape key less aggressive when playing or when editing level.
2162 This can be configured as an option in the setup menu. (Default is
2163 "less aggressive" which means "ask user if something can be lost"
2164 when pressing the Escape key.)
2166 2002-04-02 src/screen.c
2167 * Added "graphics setup" screen.
2169 2002-04-01 src/screen.c
2170 * Changed "choose level" setup screen stuff to be more generic (to
2171 make it easier to add more "choose from generic tree" setup screens).
2173 2002-04-01 src/config.c, src/timestamp.h
2174 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2175 automatically gets created by "src/Makefile" and contains an actual
2176 compile-time timestamp to identify development versions of the game).
2178 2002-03-31 src/tape.c, src/events.c
2179 * Added quick game/tape save/load functions to tape stuff which can be
2180 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2181 loads previously recorded tape and directly goes into recording mode
2182 from the end of the tape (therefore appending to the tape).
2184 2002-03-31 src/tape.c
2185 * Added "index mark" function to tape recorder. When playing or
2186 recording, "eject" button changes to "index" button. Setting index
2187 mark is not yet implemented, but pressing index button when playing
2188 allows very quick advancing to end of tape (when normal playing),
2189 very fast forward mode (when playing with normal fast forward) or
2190 very fast reaching of "pause before end of tape" (when playing with
2191 "pause before end" playing mode).
2193 2002-03-30 src/cartoons.c
2194 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2196 2002-03-29 src/screen.c
2197 * Changed setup screen stuff to be more generic (to make it easier
2198 to add more setup screens).
2200 2002-03-23 src/main.c, src/main.h
2201 * Various changes due to the introduction of the new libgame files
2202 "setup.c" and "joystick.c".
2204 2002-03-23 src/files.c
2205 * Generic parts of "src/files.c" (mainly setup and level directory
2206 stuff) moved to new libgame file "src/libgame/setup.c".
2208 2002-03-23 src/joystick.c
2209 * File "src/joystick.c" moved to libgame source tree, with
2210 correspondig changes.
2212 2002-03-22 src/screens.c
2213 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2214 (Wrong level series information displayed when entering main group.)
2216 2002-03-22 src/editor.c
2217 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2219 2002-03-22 src/editor.c
2220 * Changed behaviour of "Escape" key in level editor to be more
2221 intuitive: When in "Element Properties" or "Level Info" mode,
2222 return to "Drawing Mode" instead of leaving the level editor.
2224 2002-03-21 src/game.c, src/editor.c, src/files.c
2225 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2226 gems (emeralds, diamonds, ...) slipping down from normal wall,
2227 steel wall and growing wall (as in E.M.C. style levels). Although
2228 the behaviour of contributed and private levels wasn't changed (due
2229 to the use of "level.game_version"; see previous entry), editing
2230 those levels will (of course) change the behaviour accordingly.
2232 This change seems a bit too hard after thinking about it, because
2233 the EM style behaviour is not the "expected" behaviour (gems would
2234 normally only slip down from "rounded" walls). Therefore this was
2235 now changed to an element property for gem style elements, with the
2236 default setting "off" (which means: no special EM style behaviour).
2237 To fix older converted levels, this flag is set to "on" for pre-2.0
2238 levels that are neither contributed nor private levels.
2240 2002-03-20 src/files.h
2241 * Corrected settings for "level.game_version" depending of level type.
2242 (Contributed and private levels always get played with game engine
2243 version they were created with, while converted levels always get
2244 played with the most recent version of the game engine, to let new
2245 corrections of the emulation behaviour take effect.)
2247 2002-03-20 src/main.h
2248 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2249 compiling the SDL version on some systems.
2250 Thanks to the several people who pointed this out.
2253 * Version number set to 2.0.2.
2256 * Version 2.0.1 released.
2258 2002-03-18 src/screens.c
2259 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2261 2002-03-18 src/files.c [src/libgame/misc.c]
2262 * Moved some common functions from src/files.c to src/libgame/misc.c.
2264 2002-03-18 src/files.c [src/libgame/misc.c]
2265 * Changed permissions for new directories and saved files (especially
2266 score files) according to suggestions of Debian users and mantainers.
2267 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2269 2002-03-17 src/files.c
2270 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2271 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2272 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2273 for levels and "TAPE" for tapes). Old "cookie" style format is
2274 still supported for reading. New level and tape files are written
2277 * New IFF chunk "VERS" contains version numbers for file and game
2278 (where "game version" is the version of the program that wrote the
2279 file, and "file version" is a version number to distinguish files
2280 with different format, for example after adding new features).
2282 2002-03-15 src/screen.c
2283 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2284 (Before, you heard a mixture of the in-game music and the
2285 hall-of-fame music.)
2287 2002-03-14 src/events.c
2288 * Function "DumpTape()" (files.c) now available by pressing 't' from
2289 main menu (when in DEBUG mode).
2291 2002-03-14 src/game.c
2292 * "GameWon()": When game was won playing a tape, now there is no delay
2293 raising the score and no corresponding sound is played.
2295 2002-03-14 src/files.c
2296 * Changed "LoadTape()" for real chunk support and also adjusted
2297 "SaveTape()" accordingly.
2299 2002-03-14 src/game.c, src/tape.c, src/files.c
2300 * Important changes to tape format: The old tape format stored all
2301 actions with a real effect with a corresponding delay between the
2302 stored actions. This had some major disadvantages (for example,
2303 push delays had to be ignored, pressing a button for some seconds
2304 mutated to several single button presses because of the non-action
2305 delays between two action frames etc.). The new tape format just
2306 stupidly records all device actions and replays them later. I really
2307 don't know why I haven't solved it that way before?! Old-style tapes
2308 (with tape file version less than 2.0) get converted to the new
2309 format on-the-fly when loading and can therefore still be played;
2310 only some minor parts of the old-style tape handling code was needed.
2311 (A perfect conversion is not possible, because there is information
2312 missing about the device actions between two action frames.)
2314 2002-03-14 src/files.c
2315 * New function "DumpTape()" to dump the contents of the current tape
2316 in a human readable format.
2318 2002-03-14 src/game.c
2319 * Small tape bug fixed: When automatically advancing to next level
2320 after a game was won, the tape from the previous level still was
2321 loaded as a tape for the new level.
2323 2002-03-14 src/tape.c
2324 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2325 tape, cartoons did not get completely removed because
2326 StopAnimation() was not called.
2328 2002-03-13 src/files.c
2329 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2330 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2331 size even when using 16-bit elements). Added new chunk "CNT2" for
2332 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2333 chunk even when content was 16-bit element). "CNT2" should now be
2334 able to store content for arbitrary elements (up to eight blocks of
2335 3 x 3 element arrays). All "CNT2" elements will always be stored as
2336 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2338 2002-03-13 src/files.c
2339 * Changed "LoadLevel()" for real chunk support.
2341 2002-03-12 src/game.c
2342 * Fixed problem (introduced after 2.0.0 release) with penguins
2343 not getting killed by enemies
2345 2002-02-24 src/game.c, src/main.h
2346 * Added "player->is_moving"; now "player->last_move_dir" does
2347 not contain any information if the player is just moving at
2349 Before, "player->last_move_dir" was misused for this purpose
2350 for the robot stuff (robots don't kill players when they are
2351 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2352 broke tapes when walking through pipes!
2353 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2354 in a continuous movement. This fact is ignored for friends and