2 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
3 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
6 * added configurability of graphics, sounds and music for title screens,
7 which are separated into initial title screens (only shown once at
8 program startup) and title screens shown for a given level set; these
9 title screens can be composed of up to five title images and up to
10 five title text messages (each drawn using an optional background
11 image), also using background music and/or sounds; aspects like
12 background images, sounds and music of title screens can either be
13 defined generally (valid for all title screens) or specifically (and
14 therefore differently for each title screen) using these directives:
16 to define a background image, sound or music file for all screens:
17 - background.TITLE_INITIAL (for all title screens for game startup)
18 - background.TITLE (for all title screens for level sets)
20 to define a background image, sound or music file for a single screen:
21 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
22 - background.titlescreen_x (with x in 1,2,3,4,5)
23 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
24 - background.titlemessage_x (with x in 1,2,3,4,5)
26 to define the title screen images:
27 - titlescreen_initial_x (with x in 1,2,3,4,5)
28 - titlescreen_x (with x in 1,2,3,4,5)
30 to define the title text messages, place text files into the level set
31 directory that have the following file names:
32 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
33 - titlemessage_x.txt (with x in 1,2,3,4,5)
35 to define the properties of the text messages, either use directives
36 that affect all text messages:
37 - [titlemessage_initial].<suffix>
38 - [titlemessage].<suffix>
39 or use directives that affect single text messages:
40 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
41 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
43 valid values for <suffix> are the same as for readme.<suffix> below;
44 use ".sort_priority" (default: 0) to define an arbitrary order for
45 title images and title messages (which can therefore be mixed)
48 * added full configurability of "readme.txt" screen appearance:
49 - readme.x: <left position used with alignment>
50 - readme.y: <top position>
51 - readme.width: <maximim text width in pixels>
52 - readme.height: <maximum text height in pixels>
53 - readme.chars: <maximum number of chars per line>
54 - readme.lines: <maximum number of lines displayed>
55 - readme.align: left,center,right (default: center)
56 - readme.top: top,middle,bottom (default: top)
57 - readme.font: font name
58 - readme.autowrap: true,false (default: true)
59 - readme.centered: true,false (default: false)
60 - readme.parse_comments: true,false (default: true)
61 - readme.sort_priority: (not used here, but only for title screens)
62 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
63 default), they are automatically determined from "readme.width" and
64 "readme.height" accordingly; when they are not "-1", they have
65 precedence over "readme.width" and "readme.height"
66 * added internal ad-hoc config settings for displaying text files like
67 title messages or "readme.txt" style level set info files:
68 - .font: font name (default: readme.font)
69 - .autowrap: true,false (default: readme.autowrap)
70 - .centered: true,false (default: readme.centered)
71 - .parse_comments: true,false (default: readme.parse_comments)
72 (the leading '.' and the separating ':' are mandatory here); to use
73 these ad-hoc settings, they have to be written inside a comment, like
74 "# .autowrap: false" or "# .centered: true"; these settings then
75 override the above global settings (they can even be used more than
76 once, like "# .centered: true", then some text that should be drawn
77 centered, then "# .centered: false" to go back to non-centered text;
78 important note: after using "# .parse_comments: false", or when using
79 "readme.parse_comments: false", detecting and parsing comments inside
80 the file is disabled and comments are just printed like normal text;
81 also be aware that all automatic text size calculations are done with
82 the font defined in "readme.font", while using different fonts using
83 "# .font: <font>" inside the text file may cause unexpected results
86 * changed some numerical limits in the level editor from 255 to 999
89 * added option "system.sdl_videodriver" to select SDL video driver
90 * added output of SDL video and audio driver to "version info" page
93 * added group element drawing to IntelliDraw drawing functions
94 * fixed animation resetting problem again (last try broke Snake Bite)
95 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
98 * added new (special) "include: <filename>" directive that works in all
99 configuration files (like "graphicsinfo.conf") and that has the same
100 effect as if that directive would be replaced with the content of the
101 specified file (this can be useful to split large configuration files
102 into several smaller ones and include them from one main file, or to
103 store configuration settings that always stay the same into a separate
104 file, while including it and only add those parts that really change)
107 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
110 * fixed bug in "InitMovingField()" where treating an integer array as
111 boolean caused wrong resetting of animations while elements are moving
112 * fixed problem with resetting animations when starting element change
115 * added sort priority for order of title screens and title messages
118 * changed end of game again: do not wait for the user to press a key
119 anymore, but directly ask/confirm tape saving and go to hall of fame
120 * re-enabled quitting of lost game by pressing space or return again
121 * added blanking of mouse pointer when displaying title screens
122 * added remaining menu draw offset definitions for info sub-screens
125 * added setup option to select game speed (from very slow to very fast)
126 * improved handling of title text messages (initial and for level set)
129 * added new options "auto-wrap" and "centered" for DC2 style envelopes
132 * fixed displaying and typing of player name when it is centered
133 * added special characters to be allowed for player name (not only A-Z)
136 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
137 (newer versions of the SDL library seem to not like this anymore)
140 * added code for configuration directives for control of game panel
143 * fixed small cosmetical bug with underlining property tabs in editor
146 * fixed small drawing bug in X11FadeRectangle
147 * added new elements for newly supported Diamond Caves II levels:
148 - EM/DC style exits that disappear after passing
149 - white key and gate (one white key needed for each white gate)
150 - fake gate (there is no key to open/pass this kind of gate!)
151 - extended magic wall which also handles pearls and crystals
155 * changed maximum value for endless loop detection to a higher value
156 (some levels really used very deep recursion without being endless)
159 * added new elements for newly supported Diamond Caves II levels:
160 - growing steel walls
161 - snappable land mine
164 * added new elements for newly supported Diamond Caves II levels:
165 - steel text elements
168 * added level file loader for native Diamond Caves II levels
171 * version number set to 3.2.4
174 * version 3.2.3 released
177 * fixed malloc/free bug when updating EMC artwork entries in level list
178 * added workaround (warning and request to quit the current game) when
179 changing elements cause endless recursion loop (which would otherwise
180 freeze the game, causing a crash-like program exit on some systems)
183 * fixed nasty string overflow bug when entering too long envelope text
186 * added feedback sounds for menu navigation "menu.item.activating" and
187 "menu.item.selecting" (for highlighting and executing menu entries)
190 * improved "no scrolling when relocating" to also consider scroll delay
191 (meaning that the player is not automatically centered in this case;
192 this makes it possible to "invisibly" relocate the player to a region
193 of the level playfield which looks the same as the old level region)
194 * fixed bug with not recognizing "main.input.name.align" when active
197 * fixed bug with displaying masked borders over title screens when
198 screen fading is disabled
201 * fixed infinite loop / crash bug when killing the player while having
202 a CE with the setting "kill player X when explosion of <player X>"
203 * added special editor graphic for "char_space" to distinguish it from
204 "empty_space" when editing a level (in-game graphics still the same)
207 * fixed nasty bug with initialization only done for the first player
210 * small change to handle loading empty element/content list micro chunks
213 * uploaded pre-release (test) version 3.2.3-0 binary and source code
216 * some optimizations on startup speed by reducing initial text output
219 * added caching of custom artwork information for faster startup times
222 * fixed graphical bug when using fewer menu entries on level selection
223 screen than usual (with "menu.list_size.LEVELS" directive)
224 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
225 the backbuffer to the backbuffer by error (with identical rectangle)
228 * fixed bug when displaying titlescreen with size less than element tile
229 * fixed bug that caused elements with "change when digging <e>" event
230 to change for _every_ digged element, not only those specified in <e>
231 * fixed bug that caused impact style collision when dropping element one
232 tile over the player that can both fall down and smash players
233 * fixed bug that caused impact style collision when element changed to
234 falling/smashing element over the player immediately after movement
237 * fixed bug that allowed making engine snapshots from the level editor
240 * fixed bugs with player name and current level positions on main screen
243 * added configuration directives for control of title screens:
244 - "title.fade_delay" for fading time
245 - "title.post_delay" for pause between screens (when not crossfading)
246 - "title.auto_delay" to automatically continue after some time
247 these settings can each be overridden by specifying them with titles:
248 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
249 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
250 fading mode can also be specified:
251 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
252 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
253 default is using normal fading for menues and initial title screens,
254 while using cross-fading for level set title screens
255 * fixed bug with background not drawn in Hall of Fame after game was won
258 * added configuration directives for the remaining main menu items
261 * added additional configuration directives for info screen draw offset:
262 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
263 * added additional configuration directives for preview info text
264 * limited mouse wheel sensitive screen area to scrollable screen area
267 * added highlighted menu text entries to menu navigation when selected
270 * fixed bug that prevented player from correctly being created in the
271 top left corner by a custom element change in a level without player
272 * fixed bug that prevented player from being killed when indestructible,
273 non-walkable element is placed on player position by extended change
274 * added configurable menu button, text and input positions to main menu
277 * added page fading effects for remaining info sub-screens
278 * fixed small bug that caused some delays when answering door request
281 * added directives "border.draw_masked.*" for menu/playfield area and
282 door areas to display overlapping/masked borders from "global.border"
285 * fixed bug with CE with move speed "not moving" not being animated
286 * when changing player artwork by CE action, reset animation frame
289 * fixed bug with not unmapping main menu screen gadgets on other screens
290 * fixed bug with un-pausing a paused game by releasing still pressed key
291 * fixed bug with not redrawing screen when toggling to/from fullscreen
292 mode while fast reloading tape (without redrawing playfield contents)
293 * fixed bug with quick-saving tape snapshot despite answering with "no"
296 * version number set to 3.2.3
299 * version 3.2.2 released
302 * fixed bug with redrawing screen in fullscreen mode after quick tape
303 reloading when using the EMC game engine
304 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
307 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
310 * added engine snapshot functionality for instant tape reloading (this
311 only works for the last tape saved using "quick save", and does not
312 work across program restarts, because it completely works in memory)
315 * version number set to 3.2.2
318 * version 3.2.1 released
321 * fixed nasty bugs with handling error message file on Mac OS X systems
324 * general code cleanup (removing many annoying "#if 0" blocks etc.)
327 * fixed bug that caused broken tapes when manually appending to tapes
328 using the "pause before death" functionality, followed by recording
329 * added setup option to disable fading of screens for faster testing
332 * code cleanup of new fading functions
335 * changed behaviour after solved game -- do not immediately stop engine
336 * added some more smooth screen fadings (game start, hall of fame etc.)
339 * fixed bug with displaying pushed CE with value/score/delay anim_mode
342 * added configurable level preview position, tile size and dimensions
343 * added configurable game panel value positions (gems, time, score etc.)
346 * fixed small bug with time displayed incorrectly when collecting CEs
349 * fixed bug with bumpy scrolling with EM engine in double player mode
352 * added compatibility code to fix "Snake Bite" style levels that were
353 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
356 * fixed bug with scrollbars inside editor when using the Windows mouse
357 enhancement tool "True X-Mouse" (which injects key events to the event
358 queue to insert selected stuff into the Windows clipboard, which gets
359 confused with the "Insert" key for jumping to the last editor cascade
360 block in the element list)
361 * added Rocks'n'Diamonds icon for use as window icon to SDL version
362 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
365 * added selection of preferred fullscreen mode to setup / graphics menu
366 (useful if default mode 800 x 600 does not match screen aspect ratio)
369 * improved down-scaling of images for better editor and preview graphics
370 * changed user data directory for Mac OS X from Unix style to new place
373 * improved level number selection in main menu and player selection in
374 setup menu (input devices section) by using standard button gadgets
375 * added support for mouse scroll wheel (caused buggy behaviour before)
376 * added support for scrolling horizontal scrollbars with mouse wheel by
377 holding "Shift" key pressed while scrolling the wheel
378 * added support for single step mouse wheel scrolling by holding "Alt"
379 key pressed while scrolling the wheel (can be combined with "Shift")
380 * changed output file "stderr.txt" on Windows platform now always to be
381 created in the R'n'D sub-directory of the personal documents directory
382 * added Windows message box to direct to "stderr.txt" after error aborts
385 * improved general scrollbar handling (when jump-scrolling scrollbars)
388 * changed scrollbars to always show last line as first after scrolling
389 (that means jumping n - 1 screen lines instead of n screen lines)
392 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
393 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
394 * fixed special handling of vertically stacked acid becoming fake acid
397 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
398 affect multiple instances of the same CE, although this kind of
399 change condition usually only affects one single custom element
402 * version number set to 3.2.1
405 * version 3.2.0 released
408 * reorganized level editor element list a bit to match engines better
411 * fixed newly introduced bug with wrongly initializing clipboard element
414 * fixed bug with displaying visible/invisible level border in editor
417 * reorganized some elements in the level editor element list
420 * fixed bug with displaying any player as "yellow" when moving into acid
421 * fixed bug with displaying running player when player stopped at border
424 * fixed bug with player exploding when moving into acid
425 * fixed bug with level settings being reset in editor and when playing
426 (some compatibility settings being set not only after level loading)
427 * fixed crash bug when number of custom graphic frames was set to zero
428 * fixed bug with teleporting player on walkable tile not working anymore
429 * added partial compatibility support for pre-release-only "CONF" chunk
430 (to make Alan Bond's "color cycle" demo work again :-) )
433 * fixed some bugs when displaying title screens from info screen menu
434 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
437 * changed file major version to 3 to reflect level file format changes
438 * uploaded pre-release (test) version 3.2.0-8 binary and source code
441 * added new chunk "NAME" to level file format for level name settings
442 * added new chunk "NOTE" to level file format for envelope settings
443 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
444 * updated magic(5) file to recognize changed and new level file chunks
445 * removed change events "change when CE value/score changes" as unneeded
448 * changed gravity (which only affects the player) from level property
449 to player property (only makes a difference in multi-player levels)
450 * added change events "change when CE value/score changes"
451 * added change events "change when CE value/score changes of <element>"
454 * added new chunk "INFO" to level file format for global level settings
455 * added all element settings from "HEAD" chunk to "CONF" chunk
456 * added all global level settings from "HEAD" chunk to "INFO" chunk
459 * changed level file format by adding two new chunks "CUSX" (for custom
460 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
461 elements, replacing the previous "GRP1" chunk); these new IFF style
462 chunks use the new and flexible "micro chunks inside chunks" technique
463 already used with the new "CONF" chunk (for normal element properties)
464 which makes it possible to easily extend the existing level format
465 (instead of using fixed-length chunks like before, which are either
466 too big due to reserved bytes for future use, or too small when those
467 reserved bytes have all been used and even more data should be stored,
468 requiring the replacement by new and larger chunks just like it went
469 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
472 * added credits pages to the "credits" section that were really missing
473 * added some missing element descriptions to the level editor
474 * added down position of switchgate switch to the level editor
475 and allowed the use of both switch positions at the same time
476 * changed use of "Insert" and "Delete" keys to navigate element list in
477 level editor to start of previous or next cascading block of elements
480 * added the possibility to view the title screen to the info screen menu
481 * fixed some minor bugs with viewing title screens
484 * fixed bug with title (cross)fading in/out when using fullscreen mode
487 * fixed bug that forced re-defining of menu settings in local graphics
488 config file which are already defined in existing base config file
489 * fixed small bug that caused door sounds playing when music is enabled
492 * added the possibility to define up to five title screens for each
493 level set that are displayed after loading using (cross)fading in/out
494 (this was added to display the various start images of the EMC sets)
497 * added "CE score gets zero [of]" to custom element trigger conditions
498 * added setup option to display element token name in level editor
501 * added compatibility code for Juergen Bonhagen's menu artwork settings
504 * fixed bug with displaying wrong animation frame 0 after CE changes
505 * fixed bug with creating invisible elements when light switch is on
508 * added selection between ECS and AGA graphics for EMC levels to setup
511 * adjusted font handling for various narrow EMC style fonts
514 * changed EM engine behaviour back to re-allow initial rolling springs
517 * fixed handling of over-large selectboxes (less error-prone now)
518 * fixed bug when creating GE with walkable element under the player
521 * added use of "Insert" and "Delete" keys to navigate element list in
522 level editor to start of custom elements or start of group elements
523 * added virtual elements to access CE value and CE score of elements:
524 - "CE value of triggering element"
525 - "CE score of triggering element"
526 - "CE value of current element"
527 - "CE score of current element"
530 * fixed "grass" to "sand" in older EM levels (up to file version V4)
533 * changed behaviour of network games with internal errors (because of
534 different client frame counters) from immediately terminating R'n'D
535 to displaying an error message requester and stopping only the game
536 (also to prevent impression of crashes under non command-line runs)
537 * fixed playing network games with the EMC engine (did not work before)
538 * fixed bug with not scrolling the screen in multi-player mode with the
539 focus on player 1 when all players are moving in different directions
540 * fixed bug with keeping pointer to gadget even after its deallocation
541 * fixed bug with allowing "focus on all players" in network games
542 * fixed bug with player focus when playing tapes from network games
545 * uploaded pre-release (test) version 3.2.0-7 binary and source code
548 * code cleanup for game action control for R'n'D and EMC game engine
551 * fixed bug in multi-player movement with focus on both players
552 * added option to control only the focussed player with all input
555 * added player focus switching to level tape recording and re-playing
558 * fixed some bugs in player focus switching in EMC and RND game engine
561 * added special Supaplex animations for Murphy digging and snapping
562 * added special Supaplex animations for Murphy being bored and sleeping
565 * added four new yam yams with explicit start direction for EMC engine
566 * fixed bug in src/libgame/text.c with printing text outside the window
569 * fixed small bug in EMC level loader (copyright sign in EM II levels)
572 * added delayed ignition of EM style dynamite when used in R'n'D engine
573 * added limited movement range to EMC engine when focus on all players
576 * fixed bug with missing (zero) score values for native Supaplex levels
579 * added "continuous snapping" (snapping many elements while holding the
580 snap key pressed, without releasing the snap key after each element)
581 as a new player setting for more compatibility with the classic games
584 * finished scrolling for "focus on all players" in EMC graphics engine
587 * level sets with "levels: 0" are ignored for levels, but not artwork
588 * fixed bug when scanning empty level group directories (endless loop)
591 * fixed bug with explosion graphic for player using "Murphy" graphic
592 * fixed bug with explosion graphic if player leaves explosion in time
593 * changed some descriptive text in setup menu to use medium-width font
594 * added key shortcut settings for switching player focus to setup menu
597 * fixed bug with random value initialization when recording tapes
598 * fixed bug with playing single player tapes when team mode activated
601 * fixed little bug when trying to switch to player that does not exist
604 * added player switching (visual and quick) to R'n'D and EM game engine
605 * added setup option to select visual or quick in-game player switching
608 * added use of "Home" and "End" keys to handle element list in editor
611 * fixed bug with adding score when playing tape with EMC game engine
612 * added steel wall border for levels using EMC engine without border
613 * finally fixed delayed scrolling in EMC engine also for small levels
616 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
619 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
620 * fixed bug when displaying info element without action, but direction
623 * fixed minor graphical problems with springs smashing and slurping
624 (when using R'n'D style graphics instead of EMC style graphics)
627 * added scroll delay (as configured in setup) to EMC graphics engine
630 * improved screen redraw for EMC graphics engine (faster and smoother)
631 * when not scrolling, do not redraw the whole playfield if not needed
634 * added multi-player mode for EMC game engine (with up to four players)
637 * added android (can clone elements) from EMC engine to R'n'D engine
640 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
643 * added selectbox for initial player speed to player settings in editor
646 * version 3.1.2 created that is basically version 3.1.1, but with a
647 major bug fixed that prevented editing your own private levels
648 * version 3.1.2 released
651 * added magic ball (creates elements) from EMC engine to R'n'D engine
654 * uploaded fixed pre-release version 3.2.0-6 binary and source code
657 * fixed bug when using "CE can leave behind <trigger element>"
658 * added new change condition "(after/when) creation of <element>"
659 * added new change condition "(after/when) digging <element>"
660 * fixed bug accessing invalid gadget that caused crashes under Windows
661 * deactivated new possibility for multiple CE changes per frame
664 * uploaded pre-release (test) version 3.2.0-6 binary and source code
667 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
668 * fixed bug with not keeping CE value for moving CEs with only action
669 * changed CE action selectboxes in editor to be only reset when needed
672 * added option "use artwork from element" for custom player artwork
673 * added option "use explosion from element" for player explosions
676 * added cascaded element lists in the level editor
677 * added persistence for cascaded element lists by "editorcascade.conf"
678 * added dynamic element list with all elements used in current level
679 * added possibility for multiple CE changes per frame (experimental)
682 * uploaded pre-release (test) version 3.2.0-5 binary and source code
685 * changed "score for each 10 seconds/steps left" to "1 second/step"
686 * added own score for collecting "extra time" instead of sharing it
687 * added change events "switched by player" and "player switches <e>"
688 * added change events "snapped by player" and "player snaps <e>"
689 * added "set player artwork: <element choice>" to CE action options
690 * added change event "move of <element>"
693 * added "set player shield: off / normal / deadly" to CE action options
694 * added new player option "use level start element" in level editor
695 to set the correct focus at level start to elements from which the
696 player is created later (this did not work before for cascaded CE
697 changes resulting in creation of the player; it is now also possible
698 to create the player from a yam yam which is smashed at level start)
701 * added "set player speed: frozen (not moving)" to CE action options
702 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
705 * added new player option "block snap field" (enabled by default) to
706 make it possible to show a snapping animation like in Emerald Mine
709 * added dynamic selectboxes to custom element action settings in editor
710 * added "CE value" counter for custom elements (instead of "CE count")
711 * added option to use the last "CE value" after custom element change
712 * added option to use the "CE value" of other elements in CE actions
713 * fixed odd behaviour when pressing time orb in levels w/o time limit
714 * added checkbox "use time orb bug" for older levels that use this bug
717 * added missing configuration settings for the following elements:
718 - EL_TIMEGATE_SWITCH (time of open time gate)
719 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
720 - EL_SHIELD_NORMAL (time of shield duration)
721 - EL_SHIELD_DEADLY (time of shield duration)
722 - EL_EXTRA_TIME (time added to level time)
723 - EL_TIME_ORB_FULL (time added to level time)
726 * added "wind direction" as a movement pattern for custom elements
727 * added initial wind direction for balloon / custom elements to editor
728 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
731 * added parameters for "game of life" and "biomaze" elements to editor
734 * added level file chunk "CONF" for generic level and element settings
737 * uploaded pre-release (test) version 3.2.0-4 binary and source code
740 * skip empty level sets (with "levels: 0"; may be artwork base sets)
741 * added sound action ".page[1]" to ".page[32]" for each CE change page
744 * added image config suffix ".clone_from" to copy whole image settings
745 * fixed bug with invalid ("undefined") CE settings in old level files
748 * fixed graphical bug with smashing elements falling faster than player
751 * fixed major bug which prevented private levels from being edited
752 * fixed bug with precedence of general and special font definitions
755 * fixed graphical bug with player animation when player moves slowly
758 * uploaded pre-release (test) version 3.2.0-3 binary and source code
761 * fixed bug which prevented "global.num_toons: 0" from working
764 * major code cleanup (removed all these annoying "#if 0" blocks)
767 * added custom element actions for CE change page in level editor
770 * fixed music initialization bug in init.c (thanks to David Binderman)
771 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
772 (this bug must probably be fixed at other places, too)
775 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
776 (should be '#include <SDL.h>' instead)
779 * fixed bug which prevented "walkable from no direction" from working
780 (due to compatibility code overwriting this setting after loading)
783 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
786 * version number temporarily set to 3.1.1 (intermediate bugfix release)
787 * version 3.1.1 released
790 * changed some va_arg() arguments from 'long' to 'int', fixing problems
791 on 64-bit architecture systems with LP64 data model
794 * fixed bug with bombs not exploding when hitting the last level line
795 (introduced after the release of 3.1.0)
798 * added support for dumping small-sized level sketches from editor
801 * added recognition of "trigger element" for "change digged element to"
802 (this is not really what the "trigger element" was made for, but its
803 use may seem obvious for leaving back digged elements unchanged)
806 * fixed multiple warnings about failed joystick device initialization
809 * fixed bug with dynamite dropped on top of just dropped custom element
810 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
811 dynamite can still be dropped, but drop key must be released before
814 * fixed bug with wrong start directory when started from file browser
815 (due to this bug, R'n'D could not be started from KDE's Konqueror)
818 * fixed bug causing "change when impact" on player not working
819 * fixed wrong priority of "hitting something" over "hitting <element>"
820 * fixed wrong priority of "hit by something" over "hit by <element>"
823 * fixed graphical bug which caused the player (being Murphy) to show
824 collecting animations although the element was collected by penguin
827 * fixed two bugs causing wrong door background graphics in system.c
828 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
831 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
832 * added "no direction" to "walkable/passable from" selectbox options
835 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
836 * in tape autoplay, not only report broken, but also missing tapes
839 * uploaded pre-release (test) version 3.2.0-2 binary and source code
842 * fixed small bug with "linear" animation not working for active lamp
845 * fixed bug with moving up despite gravity due to "block last field"
846 * fixed small bug with wrong draw offset when typing name in main menu
847 * when reading user names from "passwd", ignore data after first comma
848 * when creating new "levelinfo.conf", only write some selected entries
851 * fixed displaying "imported from/by" on preview with empty string
852 * fixed ignoring draw offset for fonts used for level preview texts
855 * fixed a delay problem with SDL and too many mouse motion events
856 * added setup option "skip levels" and level skipping functionality
859 * added move speed "not moving" for non-moving CEs, but with direction
862 * fixed mapping of obsolete element token names in "editorsetup.conf"
863 * fixed bug with sound "acid.splashing" treated as a loop sound
864 * fixed some little sound bugs in native EM engine
867 * fixed small bug when dragging scrollbars to end positions
870 * added editor element descriptions written by Aaron Davidson
873 * improved fallback handling when configured artwork is not available
874 (now using default artwork instead of exiting when files not found)
877 * fixed bug on level selection screen when dragging scrollbar
880 * fixed bug which caused broken tapes when appending to EM engine tapes
883 * uploaded pre-release (test) version 3.2.0-1 binary and source code
886 * added code to replace changed artwork config tokens with other tokens
887 (needed for backwards compatibility, so that older tokens still work)
890 * added native R'n'D graphics for some new EMC elements in EM engine
893 * fixed some bugs in the EM engine integration code
894 * changed EM engine code to allow diagonal movement
895 * changed EM engine code to allow use of separate snap and drop keys
898 * fixed some redraw bugs when using EM engine
901 * fixed bug with not converting RND levels which are set to use native
902 engine to native level structure when loading
905 * uploaded pre-release (test) version 3.2.0-0 binary and source code
908 * version number set to 3.2.0
911 * level data now reset to defaults after attempt to load invalid file
914 * added use of "editorsetup.conf" for different level sets
917 * added auto-detection for various types of Emerald Mine level files
920 * fixed bug with scrollbars getting too small when list is very large
923 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
926 * added most level editor configuration gadgets for new EMC elements
929 * added more element and graphic definitions for new EMC elements
932 * modified native EM engine to use integrated R'n'D sound system
935 * added SDL support to graphics functions in native EM engine
936 (by always using generic libgame interface functions)
939 * fixed bug in frame synchronization in native EM engine
942 * added code to convert levels between R'n'D and native EM engine
945 * new Emerald Mine engine can now play levels selected in main menu
948 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
949 (which creates scaled down graphics for level editor and preview);
950 there's still a memory leak somewhere in the artwork handling code
951 * added "scale image up" functionality to X11 version of zoom function
954 * first attempts to integrate new, native Emerald Mine Club engine
957 * fixed bug in gadget code which caused reset of CEs in level editor
958 (example: pressing 'b' [grab brush] on CE config page erased values)
959 (solution: check if gadgets in ClickOnGadget() are really mapped)
960 * improved level change detection in editor (settings now also checked)
961 * fixed bug with "can move into acid" and "don't collide with" state
964 * fixed maze runner style CEs to use the configured move delay value
967 * added Aaron Davidson's tutorial level set to the "Tutorials" section
970 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
971 * fixed the above fix because it broke level set "machine" (*sigh*)
972 * fixed random element placement in level editor to work as expected
973 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
976 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
979 * fixed bug (missing array boundary check) which caused broken tapes
980 * fixed bug (when loading level template) which caused broken levels
981 * fixed bug with new block last field code when using non-yellow player
984 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
985 * internal change of how the player blocks the last field when moving
986 * fixed blocking delay of last field for EM and SP style block delay
987 * fixed bug where the player had to wait for the usual move delay after
988 unsuccessfully trying to move, when he directly could move after that
989 * the last two changes should make original Supaplex level 93 solvable
990 * improved use of random number generator to make it less predictable
991 * fixed behaviour of slippery SP elements to let slip left, then right
994 * fixed bug with wrong door state after trying to quickload empty tape
995 * fixed waste of static memory usage of the binary, making it smaller
996 * fixed very little graphical bug in Supaplex explosion
999 * version number set to 3.1.1
1002 * version 3.1.0 released
1005 * fixed bug with crash when writing user levelinfo.conf the first time
1008 * added option "convert LEVELDIR [NR]" to command line batch commands
1009 * re-converted Supaplex levels to apply latest engine fixes
1010 * changed "use graphic/sound of element" to "use graphic of element"
1011 due to compatibility problems with some levels ("bug machine" etc.)
1014 * fixed bug with CE change replacing player with same or other player
1017 * fixed bug with opaque font in envelope with background graphic when
1018 background graphic is not transparent itself
1021 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1022 * corrected original Supaplex level loading code to use these new ports
1023 * also corrected Supaplex loader to auto-count infotrons if set to zero
1026 * fixed bug with missing initialization of "modified" flag for GEs
1029 * fixed bug that caused endless recursion loop when relocating player
1030 * fixed tape recorder bug in "step mode" when using "pause before end"
1031 * fixed tape recorder bug when changing from "warp forward" mode
1034 * fixed bug with "when touching" for pushed elements at last position
1037 * fixed bug that caused two activated toolbox buttons in level editor
1038 * fixed bug with exploding dynabomb under player due to other explosion
1041 * fixed bug with creating walkable custom element under player (again)
1042 * fixed bug with not copying explosion type when copying CEs in editor
1043 * fixed graphical bug when drawing player in setup menu (input devices)
1044 * fixed graphical bug when the player is pushing an accessible element
1045 * fixed bug with classic switchable elements triggering CE changes
1046 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1047 * fixed crash bug when CE leaves behind the trigger player element
1050 * fixed bug with broken tubes after placing/exploding dynamite in them
1051 * fixed bug with exploding dynamite under player due to other explosion
1052 * fixed bug with not resetting push delay under certain circumstances
1055 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1056 * added network multiplayer code for Windows (thanks to Niko Böhm)
1059 * added option "reachable despite gravity" for gravity movement
1060 * changed gravity movement of most classic walkable and passable
1061 elements back to "not reachable" (for compatibility reasons)
1064 * fixed (removed) "indestructible" / "can explode" dependency in editor
1065 * fixed (removed) "accessible inside" / "protected" dependency
1066 * fixed (removed) "step mode" / "shield time" dependency
1069 * fixed dynabombs exploding now into anything diggable
1070 * fixed Supaplex style gravity movement into buggy base now impossible
1071 * added pressing key "space" as valid action to select menu options
1074 * added "replace when walkable" to relocate player to walkable element
1075 * added "enter"/"leave" event for elements affected by relocation
1076 * fixed "direct"/"indirect" change order also for "when change" event
1077 * fixed graphical bug when pushing things from elements walkable inside
1080 * fixed graphic bug when player is snapping while moving in old levels
1081 * fixed bug when a moving custom element leaves a player element behind
1082 * fixed bug with mole not disappearing when moving into acid pool
1083 * fixed bug with incomplete path setting when using "--basepath" option
1084 * moving CE can now leave walkable elements behind under the player
1085 * when relocating, player can be set on walkable element now
1086 * fixed another gravity movement bug
1089 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1092 * added "collectible" and "removable" to extended replacement types
1093 (where "removable" replaces "diggable" and "collectible" elements)
1094 * added "collectible & throwable" (to throw element to the next field)
1095 * fixed bug with CEs digging elements that are just about to explode
1096 * changed mouse cursor now always being visible when game is paused
1099 * added possibility to push/press accessible elements from a side that
1101 * fixed bug with not setting actual date when appending to tape
1104 * fixed bug with incorrectly initialized custom element editor graphics
1107 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1108 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1111 * fixed bug with destroyed robot wheel still attracting robots forever
1112 * fixed bug with time gate switch deactivating after robot wheel time
1113 (while the time gate itself is not affected by this misbehaviour)
1114 * changed behaviour of BD style amoeba to always get blocked by player
1115 (before it was different when there were non-BD elements in level)
1116 * fixed bug with player destroying indestructable elements with shield
1119 * added option to make growing elements grow into anything diggable
1120 (for the various amoeba types, biomaze and "game of life")
1123 * fixed bug with movable elements not moving after left behind by CEs
1124 * changed gravity movement to anything diggable, not only sand/base
1125 * optionally allowing passing to walkable element, not only empty space
1126 * added option "can pass to walkable element" for players
1127 * finally fixed gravity movement (hopefully)
1130 * fixed bug with movable elements not moving anymore after falling down
1133 * fixed another bug with custom elements digging and leaving elements
1134 * fixed bug with "along left/right side" and automatic start direction
1135 * trigger elements now also displayed when "more custom" deactivated
1136 * fixed bug with clipboard element initialized when loading new level
1137 * added option "drop delay" to set delay before dropping next element
1140 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1143 * added copy and paste functions for custom change pages
1144 * enhanced graphical display and functionality of tape recorder
1145 * fixed bug with custom elements digging and leaving elements
1148 * added move speed faster than "very fast" for custom elements
1149 * fixed bug with 3+3 style explosions and missing border content
1150 * fixed little bug when copying custom elements in the editor
1151 * enhanced custom element changes by more side trigger actions
1154 * added option "no scrolling when relocating" for instant teleporting
1155 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1158 * added trigger element and trigger player to use as target elements
1159 * added copy and paste functions for custom and group elements
1162 * fixed graphical bug when displaying explosion animations
1163 * fixed bug when appending to tapes, resulting in broken tapes
1164 * re-recorded a few tapes broken by fixing gravity checking bug
1167 * "can move into acid" property now for all elements independently
1168 * "can fall into acid" property for player stored in same bitfield now
1169 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1170 * version number set to 3.1.0 (finally!)
1173 * changed tape recording to only record input, not programmed actions
1176 * fixed totally broken (every 8th frame skipped) step-by-step recording
1177 * fixed bug with requester not displayed when quick-loading interrupted
1178 * added option "can fall into acid (with gravity)" for players
1179 * fixed bug with player not falling when snapping down with gravity
1182 * fixed bug which messed up key config when using keypad number keys
1185 * fixed bug which allowed moving upwards even when gravity was active
1186 * fixed bug with missing error handling when dumping levels or tapes
1189 * added different colored editor graphics for Supaplex gravity tubes
1192 * fixed bug that allowed solvable tapes for unsolvable levels
1195 * use unlimited number of droppable elements when "count" set to zero
1196 * added option to use step limit instead of time limit for level
1199 * added player and change page as trigger for custom element change
1202 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1205 * fixed bug with dark yamyam changing to acid when moving over acid
1206 * fixed handling of levels with more than 999 seconds level time
1207 (example: level 76 of "Denmine")
1210 * "spring push bug" reintroduced as configurable element property
1211 * fixed bug with missing properties for "mole"
1212 * fixed bug that showed up when fixing the above "mole" properties bug
1213 * added option "can move into acid" for all movable elements
1214 * fixed graphical bug for elements moving into acid
1215 * changed event handling to handle all pending events before going on
1218 * fixed bug which caused all CE change pages to be ignored which had
1219 the same change event, but used a different element side
1220 (reported by Simon Forsberg)
1222 * fixed bug which caused elements that can move and fall and that are
1223 transported by a conveyor belt to continue moving into that direction
1224 after leaving the conveyor belt, regardless of their own movement
1225 type; only elements which can not move are transported now
1226 (reported by Simon Forsberg)
1228 * fixed bug which could cause an array overflow in RelocatePlayer()
1229 (reported by Niko Böhm)
1231 * changed Emerald Mine style "passable / over" elements to "protected"
1232 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1234 * added new option to select from which side a "walkable/passable"
1235 element can be entered
1238 * added explosion and ignition delay for elements that can explode
1241 * fixed bug which caused player not being protected against enemies
1242 when a CE was "walkable / inside" and was not "indestructible"
1243 * added "walkable/passable" fields to be "protected/unprotected"
1244 against enemies, even if not accessible "inside" but "over/under"
1247 * corrected move pattern to 32 bit and initial move direction to 8 bit
1250 * added second custom element base configuration page
1253 * added some special EMC mappings to Emerald Mine level loader
1254 (also covering previously unknown element in level 0 of "Bondmine 8")
1257 * added option to block last field when player is moving (for Supaplex)
1258 * adjusted push delay of Supaplex elements
1259 * removed delays for envelopes etc. when replaying with maximum speed
1260 * fixed bug when dropping element on a field that just changed to empty
1263 * fixed bug: infotrons can now smash yellow disks
1264 * fixed bug: when gravity active, port above player can now be entered
1265 * removed "one white dot" mouse pointer which irritated some people
1268 * added "choice type" for group element selection
1271 * fixed bug with initial invulnerability of non-yellow player
1274 * added level loader for loading native Supaplex packed levels
1275 (including multi-part levels like the "splvls99" levels)
1278 * fixed bug which allowed creating emeralds by escaping explosions
1281 * custom elements can change (limited) or leave (unlimited) elements
1282 * finally added multiple matches using group elements
1283 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1286 * added new start movement type "previous" for continued CE movement
1287 * added new start movement type "random" for random CE movement start
1290 * added new element "sokoban_field_player" needed for Sokoban levels
1291 (thanks to Ed Booker for pointing this out!)
1294 * added elements that can be digged or left behind by custom elements
1297 * added group elements for multiple matches and random element creation
1300 * fixed some graphical errors displayed in old levels
1303 * fixed wrong double speed movement after passing closing gates
1306 * added level loader for loading native Emerald Mine levels
1309 * changes for "shooting" style CE movement
1312 * Happy New Year! ;-)
1315 * changed default snap/drop keys from left/right Shift to Control keys
1318 * fixed bug with dead player getting reanimated from custom element
1321 * fixed bug with wrong penguin graphics (when entering exit)
1324 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1327 * version number set to 3.0.9
1330 * version 3.0.8 released
1333 * added function checked_free()
1336 * fixed bug with double nut cracking sound
1337 (by eliminating "default element action sound" assignment in init.c)
1340 * fixed crash when no music info files are available
1343 * fixed boring and sleeping sounds
1346 * added "maze runner" and "maze hunter" movement types
1347 * added extended collision conditions for custom elements
1350 * added warnings for undefined token values in artwork config files
1353 * added menu entry for level set information to the info screen
1356 * fixed bug with wrong default impact sound for colored emeralds
1359 * added several sub-screens for the info screen
1360 * menu text now also clickable (not only blue/red sphere left of it)
1363 * added configurable "bored" and "sleeping" animations for the player
1364 * added "awakening" sound for player when waking up after sleeping
1367 * added "copy" and "exchange" functions for custom elements to editor
1370 * added configurable element animations for info screen
1373 * added configurable music credits for info screen
1376 * finally fixed tape recording when player is created from CE change
1379 * added "editorsetup.conf" for editor element list configuration
1382 * added "musicinfo.conf" for menu and level music configuration
1385 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1386 (that only showed up on Linux, but not on Windows systems)
1389 * fixed turning movement of butterflies and fireflies (no frame reset)
1390 * enhanced sniksnak turning movement (two steps instead of only one)
1393 * version number set to 3.0.8
1396 * version 3.0.7 released
1399 * fixed reset of player animation frame when, for example,
1400 walking, digging or collecting share the same animation
1401 * fixed CE with "deadly when touching" exploding when touching amoeba
1404 * fixed tape recording when player is created from CE element change
1407 * introduced "turning..." action graphic for elements with move delay
1408 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1409 * added turning animations for bug, spaceship and sniksnak
1412 * prevent "extended" changed elements from delay change in same frame
1415 * fixed bug when pushing element that can move away to the side
1416 (like pushing falling elements, but now with moving elements)
1419 * finally fixed serious bug in code for delayed element pushing (again)
1422 * unavailable setup options now marked as "n/a" instead of "off"
1423 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1424 to "true", levels are always played with the latest game engine,
1425 which is desired for levels that are imported from other games; all
1426 other levels are played with the engine version stored in level file
1427 (which is normally the engine version the level was created with)
1430 * fixed serious bug in code for delayed element pushing
1431 * fixed little bug in animation frame selection for pushed elements
1432 * speed-up of reading config file for verbose output
1435 * added configuration option for opening and closing Supaplex exit
1436 * added configuration option for moving up/down animation for Murphy
1437 * fixed incorrectly displayed animation for attacking dragon
1438 * fixed bug with not setting initial gravity for each new game
1439 * fixed bug with teleportation of player by custom element change
1440 * fixed bug with player not getting smashed by rock sometimes
1443 * version number set to 3.0.7
1446 * version 3.0.6 released
1449 * added support for MP3 music for SDL version through SMPEG library
1452 * fixed bug when initializing font graphic structure
1453 * fixed bug with animation mode "pingpong" when using only 1 frame
1454 * fixed bug with extended change target introduced in 3.0.5
1455 * fixed bug where passing over moving element doubles player speed
1456 * fixed bug with elements continuing to move into push direction
1457 * fixed bug with duplicated player when dropping bomb with shield on
1458 * added "switching" event for custom elements ("pressing" only once)
1459 * fixed switching bug (resetting flag when not switching but not idle)
1462 * fixed element tokens for certain file elements with ".active" etc.
1465 * version number set to 3.0.6
1468 * version 3.0.5 released
1471 * now four envelope elements available
1472 * font, background, animation and sound for envelope now configurable
1473 * main menu doors opening/closing animation type now configurable
1476 * active/inactive sides configurable for custom element changes
1477 * new movement type "move when pushed" available for custom elements
1480 * fixed bug in multiple config pages loader code that caused crashes
1483 * enhanced (remaining low-resolution) Supaplex graphics
1486 * version number set to 3.0.5
1489 * version 3.0.4 released
1491 2003-09-12 src/tools.c
1492 * fixed bug in custom definition of crumbled element graphics
1494 2003-09-11 src/files.c
1495 * fixed bug in multiple config pages code that caused crashes
1498 * version number set to 3.0.4
1501 * version 3.0.3 released
1504 * added music to Supaplex classic level set
1506 2003-09-07 src/libgame/misc.c
1507 * added support for loading various music formats through SDL_mixer
1509 2003-09-06 (various source files)
1510 * fixed several nasty bugs that may have caused crashes on some systems
1511 * added envelope content which gets displayed when collecting envelope
1512 * added multiple change event pages for custom elements
1514 2003-08-24 src/game.c
1515 * fixed problem with player animation when snapping and moving
1517 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1518 * fixed problem with flickering when drawing toon animations
1520 2003-08-23 src/libgame/sdl.c
1521 * fixed problem with setting mouse cursor in SDL version in fullscreen
1523 2003-08-23 src/game.c
1524 * fixed bug (missing array boundary check) which could crash the game
1527 * version number set to 3.0.3
1530 * version 3.0.2 released
1532 2003-08-21 src/game.c
1533 * fixed bug with creating inaccessible elements at player position
1535 2003-08-20 src/init.c
1536 * fixed bug with not finding current level artwork directory
1538 2003-08-20 src/files.c
1539 * fixed bug with choosing wrong engine version when playing tapes
1540 * fixed bug with messing up custom element properties in 3.0.0 levels
1543 * version number set to 3.0.2
1546 * version 3.0.1 released
1548 2003-08-17 (no source files affected)
1549 * changed all "classic" PCX image files with 16 colors or less to
1550 256 color (8 bit) storage format, because the Allegro game library
1551 cannot handle PCX files with less than 256 colors (contributed
1552 graphics are not affected and might look wrong in the DOS version)
1554 2003-08-16 src/init.c
1555 * fixed bug which (for example) crashed the level editor when defining
1556 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1557 (only set to default) -- invalid graphics now set to default graphic
1559 2003-08-16 src/init.c
1560 * fixed graphical bug of player digging/collecting/snapping element
1561 when no corresponding graphic/animation is defined for this action,
1562 resulting in player being drawn as EL_EMPTY (which should only be
1563 done to elements being collected, but not to the player)
1565 2003-08-16 src/game.c
1566 * fixed small graphical bug of player not totally moving into exit
1568 2003-08-16 src/libgame/setup.c
1569 * fixed bug with wrong MS-DOS 8.3 filename conversion
1571 2003-08-16 src/tools.c
1572 * fixed bug with invisible mouse cursor when pressing ESC while playing
1574 2003-08-16 (various source files)
1575 * added another 128 custom elements (disabled in editor by default)
1577 2003-08-16 src/editor.c
1578 * fixed NULL string bug causing Solaris to crash in sprintf()
1580 2003-08-16 src/screen.c
1581 * fixed drawing over scrollbar on level selection with custom fonts
1583 2003-08-15 src/game.c
1584 * cleanup of simple sounds / loop sounds / music settings
1586 2003-08-08 (various source files)
1587 * added custom element property for dropping collected elements
1589 2003-08-08 src/conf_gfx.c
1590 * fixed bug with missing graphic for active red disk bomb
1592 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1593 * extended variable "level.gravity" to "level.initial_gravity" and
1594 "game.current_gravity" to prevent level setting from being changed
1595 by playing the level (keeping the runtime value after playing)
1597 * fixed graphics bug when digging element that has 'crumbled' graphic
1598 definition, but not 'diggable' graphic definition
1601 * version number set to 3.0.1
1604 * version 3.0.0 released
1607 * various bug fixes; among others:
1608 - fixed bug with pushing spring over empty space
1609 - fixed bug with leaving tube while placing dynamite
1610 - fixed bug with explosion of smashed penguins
1611 - allow Murphy player graphic in levels with non-Supaplex elements
1615 * I have forgotten to document changes for some time
1618 * pre-release version 2.2.0rc1 released
1621 * version number set to 2.1.2
1624 * version 2.1.1 released
1627 * version number set to 2.1.1
1630 * version 2.1.0 released
1633 * version number set to 2.1.0
1635 2002-04-03 to 2002-05-19 (various source files)
1636 * graphics, sounds and music now fully configurable
1637 * bug fixed that prevented walking through tubes when gravity on
1639 2002-04-02 src/events.c, src/editor.c
1640 * Make Escape key less aggressive when playing or when editing level.
1641 This can be configured as an option in the setup menu. (Default is
1642 "less aggressive" which means "ask user if something can be lost"
1643 when pressing the Escape key.)
1645 2002-04-02 src/screen.c
1646 * Added "graphics setup" screen.
1648 2002-04-01 src/screen.c
1649 * Changed "choose level" setup screen stuff to be more generic (to
1650 make it easier to add more "choose from generic tree" setup screens).
1652 2002-04-01 src/config.c, src/timestamp.h
1653 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1654 automatically gets created by "src/Makefile" and contains an actual
1655 compile-time timestamp to identify development versions of the game).
1657 2002-03-31 src/tape.c, src/events.c
1658 * Added quick game/tape save/load functions to tape stuff which can be
1659 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1660 loads previously recorded tape and directly goes into recording mode
1661 from the end of the tape (therefore appending to the tape).
1663 2002-03-31 src/tape.c
1664 * Added "index mark" function to tape recorder. When playing or
1665 recording, "eject" button changes to "index" button. Setting index
1666 mark is not yet implemented, but pressing index button when playing
1667 allows very quick advancing to end of tape (when normal playing),
1668 very fast forward mode (when playing with normal fast forward) or
1669 very fast reaching of "pause before end of tape" (when playing with
1670 "pause before end" playing mode).
1672 2002-03-30 src/cartoons.c
1673 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1675 2002-03-29 src/screen.c
1676 * Changed setup screen stuff to be more generic (to make it easier
1677 to add more setup screens).
1679 2002-03-23 src/main.c, src/main.h
1680 * Various changes due to the introduction of the new libgame files
1681 "setup.c" and "joystick.c".
1683 2002-03-23 src/files.c
1684 * Generic parts of "src/files.c" (mainly setup and level directory
1685 stuff) moved to new libgame file "src/libgame/setup.c".
1687 2002-03-23 src/joystick.c
1688 * File "src/joystick.c" moved to libgame source tree, with
1689 correspondig changes.
1691 2002-03-22 src/screens.c
1692 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1693 (Wrong level series information displayed when entering main group.)
1695 2002-03-22 src/editor.c
1696 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1698 2002-03-22 src/editor.c
1699 * Changed behaviour of "Escape" key in level editor to be more
1700 intuitive: When in "Element Properties" or "Level Info" mode,
1701 return to "Drawing Mode" instead of leaving the level editor.
1703 2002-03-21 src/game.c, src/editor.c, src/files.c
1704 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1705 gems (emeralds, diamonds, ...) slipping down from normal wall,
1706 steel wall and growing wall (as in E.M.C. style levels). Although
1707 the behaviour of contributed and private levels wasn't changed (due
1708 to the use of "level.game_version"; see previous entry), editing
1709 those levels will (of course) change the behaviour accordingly.
1711 This change seems a bit too hard after thinking about it, because
1712 the EM style behaviour is not the "expected" behaviour (gems would
1713 normally only slip down from "rounded" walls). Therefore this was
1714 now changed to an element property for gem style elements, with the
1715 default setting "off" (which means: no special EM style behaviour).
1716 To fix older converted levels, this flag is set to "on" for pre-2.0
1717 levels that are neither contributed nor private levels.
1719 2002-03-20 src/files.h
1720 * Corrected settings for "level.game_version" depending of level type.
1721 (Contributed and private levels always get played with game engine
1722 version they were created with, while converted levels always get
1723 played with the most recent version of the game engine, to let new
1724 corrections of the emulation behaviour take effect.)
1726 2002-03-20 src/main.h
1727 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1728 compiling the SDL version on some systems.
1729 Thanks to the several people who pointed this out.
1732 * Version number set to 2.0.2.
1735 * Version 2.0.1 released.
1737 2002-03-18 src/screens.c
1738 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1740 2002-03-18 src/files.c [src/libgame/misc.c]
1741 * Moved some common functions from src/files.c to src/libgame/misc.c.
1743 2002-03-18 src/files.c [src/libgame/misc.c]
1744 * Changed permissions for new directories and saved files (especially
1745 score files) according to suggestions of Debian users and mantainers.
1746 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1748 2002-03-17 src/files.c
1749 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1750 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1751 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1752 for levels and "TAPE" for tapes). Old "cookie" style format is
1753 still supported for reading. New level and tape files are written
1756 * New IFF chunk "VERS" contains version numbers for file and game
1757 (where "game version" is the version of the program that wrote the
1758 file, and "file version" is a version number to distinguish files
1759 with different format, for example after adding new features).
1761 2002-03-15 src/screen.c
1762 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1763 (Before, you heard a mixture of the in-game music and the
1764 hall-of-fame music.)
1766 2002-03-14 src/events.c
1767 * Function "DumpTape()" (files.c) now available by pressing 't' from
1768 main menu (when in DEBUG mode).
1770 2002-03-14 src/game.c
1771 * "GameWon()": When game was won playing a tape, now there is no delay
1772 raising the score and no corresponding sound is played.
1774 2002-03-14 src/files.c
1775 * Changed "LoadTape()" for real chunk support and also adjusted
1776 "SaveTape()" accordingly.
1778 2002-03-14 src/game.c, src/tape.c, src/files.c
1779 * Important changes to tape format: The old tape format stored all
1780 actions with a real effect with a corresponding delay between the
1781 stored actions. This had some major disadvantages (for example,
1782 push delays had to be ignored, pressing a button for some seconds
1783 mutated to several single button presses because of the non-action
1784 delays between two action frames etc.). The new tape format just
1785 stupidly records all device actions and replays them later. I really
1786 don't know why I haven't solved it that way before?! Old-style tapes
1787 (with tape file version less than 2.0) get converted to the new
1788 format on-the-fly when loading and can therefore still be played;
1789 only some minor parts of the old-style tape handling code was needed.
1790 (A perfect conversion is not possible, because there is information
1791 missing about the device actions between two action frames.)
1793 2002-03-14 src/files.c
1794 * New function "DumpTape()" to dump the contents of the current tape
1795 in a human readable format.
1797 2002-03-14 src/game.c
1798 * Small tape bug fixed: When automatically advancing to next level
1799 after a game was won, the tape from the previous level still was
1800 loaded as a tape for the new level.
1802 2002-03-14 src/tape.c
1803 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1804 tape, cartoons did not get completely removed because
1805 StopAnimation() was not called.
1807 2002-03-13 src/files.c
1808 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1809 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1810 size even when using 16-bit elements). Added new chunk "CNT2" for
1811 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1812 chunk even when content was 16-bit element). "CNT2" should now be
1813 able to store content for arbitrary elements (up to eight blocks of
1814 3 x 3 element arrays). All "CNT2" elements will always be stored as
1815 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1817 2002-03-13 src/files.c
1818 * Changed "LoadLevel()" for real chunk support.
1820 2002-03-12 src/game.c
1821 * Fixed problem (introduced after 2.0.0 release) with penguins
1822 not getting killed by enemies
1824 2002-02-24 src/game.c, src/main.h
1825 * Added "player->is_moving"; now "player->last_move_dir" does
1826 not contain any information if the player is just moving at
1828 Before, "player->last_move_dir" was misused for this purpose
1829 for the robot stuff (robots don't kill players when they are
1830 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1831 broke tapes when walking through pipes!
1832 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1833 in a continuous movement. This fact is ignored for friends and