2 * fixed some redraw bugs when using EM engine
5 * fixed bug with not converting RND levels which are set to use native
6 engine to native level structure when loading
9 * uploaded pre-release (test) version 3.2.0-0 binary and source code
12 * version number set to 3.2.0
15 * level data now reset to defaults after attempt to load invalid file
18 * added use of "editorsetup.conf" for different level sets
21 * added auto-detection for various types of Emerald Mine level files
24 * fixed bug with scrollbars getting too small when list is very large
27 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
30 * added most level editor configuration gadgets for new EMC elements
33 * added more element and graphic definitions for new EMC elements
36 * modified native EM engine to use integrated R'n'D sound system
39 * added SDL support to graphics functions in native EM engine
40 (by always using generic libgame interface functions)
43 * fixed bug in frame synchronization in native EM engine
46 * added code to convert levels between R'n'D and native EM engine
49 * new Emerald Mine engine can now play levels selected in main menu
52 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
53 (which creates scaled down graphics for level editor and preview);
54 there's still a memory leak somewhere in the artwork handling code
55 * added "scale image up" functionality to X11 version of zoom function
58 * first attempts to integrate new, native Emerald Mine Club engine
61 * fixed bug in gadget code which caused reset of CEs in level editor
62 (example: pressing 'b' [grab brush] on CE config page erased values)
63 (solution: check if gadgets in ClickOnGadget() are really mapped)
64 * improved level change detection in editor (settings now also checked)
65 * fixed bug with "can move into acid" and "don't collide with" state
68 * fixed maze runner style CEs to use the configured move delay value
71 * added Aaron Davidson's tutorial level set to the "Tutorials" section
74 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
75 * fixed the above fix because it broke level set "machine" (*sigh*)
76 * fixed random element placement in level editor to work as expected
77 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
80 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
83 * fixed bug (missing array boundary check) which caused broken tapes
84 * fixed bug (when loading level template) which caused broken levels
85 * fixed bug with new block last field code when using non-yellow player
88 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
89 * internal change of how the player blocks the last field when moving
90 * fixed blocking delay of last field for EM and SP style block delay
91 * fixed bug where the player had to wait for the usual move delay after
92 unsuccessfully trying to move, when he directly could move after that
93 * the last two changes should make original Supaplex level 93 solvable
94 * improved use of random number generator to make it less predictable
95 * fixed behaviour of slippery SP elements to let slip left, then right
98 * fixed bug with wrong door state after trying to quickload empty tape
99 * fixed waste of static memory usage of the binary, making it smaller
100 * fixed very little graphical bug in Supaplex explosion
103 * version number set to 3.1.1
106 * version 3.1.0 released
109 * fixed bug with crash when writing user levelinfo.conf the first time
112 * added option "convert LEVELDIR [NR]" to command line batch commands
113 * re-converted Supaplex levels to apply latest engine fixes
114 * changed "use graphic/sound of element" to "use graphic of element"
115 due to compatibility problems with some levels ("bug machine" etc.)
118 * fixed bug with CE change replacing player with same or other player
121 * fixed bug with opaque font in envelope with background graphic when
122 background graphic is not transparent itself
125 * added "gravity on" and "gravity off" ports for Supaplex compatibility
126 * corrected original Supaplex level loading code to use these new ports
127 * also corrected Supaplex loader to auto-count infotrons if set to zero
130 * fixed bug with missing initialization of "modified" flag for GEs
133 * fixed bug that caused endless recursion loop when relocating player
134 * fixed tape recorder bug in "step mode" when using "pause before end"
135 * fixed tape recorder bug when changing from "warp forward" mode
138 * fixed bug with "when touching" for pushed elements at last position
141 * fixed bug that caused two activated toolbox buttons in level editor
142 * fixed bug with exploding dynabomb under player due to other explosion
145 * fixed bug with creating walkable custom element under player (again)
146 * fixed bug with not copying explosion type when copying CEs in editor
147 * fixed graphical bug when drawing player in setup menu (input devices)
148 * fixed graphical bug when the player is pushing an accessible element
149 * fixed bug with classic switchable elements triggering CE changes
150 * fixed bug with entering/leaving walkable element in RelocatePlayer()
151 * fixed crash bug when CE leaves behind the trigger player element
154 * fixed bug with broken tubes after placing/exploding dynamite in them
155 * fixed bug with exploding dynamite under player due to other explosion
156 * fixed bug with not resetting push delay under certain circumstances
159 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
160 * added network multiplayer code for Windows (thanks to Niko Böhm)
163 * added option "reachable despite gravity" for gravity movement
164 * changed gravity movement of most classic walkable and passable
165 elements back to "not reachable" (for compatibility reasons)
168 * fixed (removed) "indestructible" / "can explode" dependency in editor
169 * fixed (removed) "accessible inside" / "protected" dependency
170 * fixed (removed) "step mode" / "shield time" dependency
173 * fixed dynabombs exploding now into anything diggable
174 * fixed Supaplex style gravity movement into buggy base now impossible
175 * added pressing key "space" as valid action to select menu options
178 * added "replace when walkable" to relocate player to walkable element
179 * added "enter"/"leave" event for elements affected by relocation
180 * fixed "direct"/"indirect" change order also for "when change" event
181 * fixed graphical bug when pushing things from elements walkable inside
184 * fixed graphic bug when player is snapping while moving in old levels
185 * fixed bug when a moving custom element leaves a player element behind
186 * fixed bug with mole not disappearing when moving into acid pool
187 * fixed bug with incomplete path setting when using "--basepath" option
188 * moving CE can now leave walkable elements behind under the player
189 * when relocating, player can be set on walkable element now
190 * fixed another gravity movement bug
193 * uploaded pre-release (test) version 3.1.0-2 binary and source code
196 * added "collectible" and "removable" to extended replacement types
197 (where "removable" replaces "diggable" and "collectible" elements)
198 * added "collectible & throwable" (to throw element to the next field)
199 * fixed bug with CEs digging elements that are just about to explode
200 * changed mouse cursor now always being visible when game is paused
203 * added possibility to push/press accessible elements from a side that
205 * fixed bug with not setting actual date when appending to tape
208 * fixed bug with incorrectly initialized custom element editor graphics
211 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
212 - number of levels corrected from 18 to 17 in "levelinfo.conf"
215 * fixed bug with destroyed robot wheel still attracting robots forever
216 * fixed bug with time gate switch deactivating after robot wheel time
217 (while the time gate itself is not affected by this misbehaviour)
218 * changed behaviour of BD style amoeba to always get blocked by player
219 (before it was different when there were non-BD elements in level)
220 * fixed bug with player destroying indestructable elements with shield
223 * added option to make growing elements grow into anything diggable
224 (for the various amoeba types, biomaze and "game of life")
227 * fixed bug with movable elements not moving after left behind by CEs
228 * changed gravity movement to anything diggable, not only sand/base
229 * optionally allowing passing to walkable element, not only empty space
230 * added option "can pass to walkable element" for players
231 * finally fixed gravity movement (hopefully)
234 * fixed bug with movable elements not moving anymore after falling down
237 * fixed another bug with custom elements digging and leaving elements
238 * fixed bug with "along left/right side" and automatic start direction
239 * trigger elements now also displayed when "more custom" deactivated
240 * fixed bug with clipboard element initialized when loading new level
241 * added option "drop delay" to set delay before dropping next element
244 * uploaded pre-release (test) version 3.1.0-1 binary and source code
247 * added copy and paste functions for custom change pages
248 * enhanced graphical display and functionality of tape recorder
249 * fixed bug with custom elements digging and leaving elements
252 * added move speed faster than "very fast" for custom elements
253 * fixed bug with 3+3 style explosions and missing border content
254 * fixed little bug when copying custom elements in the editor
255 * enhanced custom element changes by more side trigger actions
258 * added option "no scrolling when relocating" for instant teleporting
259 * uploaded pre-release (test) version 3.1.0-0 binary and source code
262 * added trigger element and trigger player to use as target elements
263 * added copy and paste functions for custom and group elements
266 * fixed graphical bug when displaying explosion animations
267 * fixed bug when appending to tapes, resulting in broken tapes
268 * re-recorded a few tapes broken by fixing gravity checking bug
271 * "can move into acid" property now for all elements independently
272 * "can fall into acid" property for player stored in same bitfield now
273 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
274 * version number set to 3.1.0 (finally!)
277 * changed tape recording to only record input, not programmed actions
280 * fixed totally broken (every 8th frame skipped) step-by-step recording
281 * fixed bug with requester not displayed when quick-loading interrupted
282 * added option "can fall into acid (with gravity)" for players
283 * fixed bug with player not falling when snapping down with gravity
286 * fixed bug which messed up key config when using keypad number keys
289 * fixed bug which allowed moving upwards even when gravity was active
290 * fixed bug with missing error handling when dumping levels or tapes
293 * added different colored editor graphics for Supaplex gravity tubes
296 * fixed bug that allowed solvable tapes for unsolvable levels
299 * use unlimited number of droppable elements when "count" set to zero
300 * added option to use step limit instead of time limit for level
303 * added player and change page as trigger for custom element change
306 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
309 * fixed bug with dark yamyam changing to acid when moving over acid
310 * fixed handling of levels with more than 999 seconds level time
311 (example: level 76 of "Denmine")
314 * "spring push bug" reintroduced as configurable element property
315 * fixed bug with missing properties for "mole"
316 * fixed bug that showed up when fixing the above "mole" properties bug
317 * added option "can move into acid" for all movable elements
318 * fixed graphical bug for elements moving into acid
319 * changed event handling to handle all pending events before going on
322 * fixed bug which caused all CE change pages to be ignored which had
323 the same change event, but used a different element side
324 (reported by Simon Forsberg)
326 * fixed bug which caused elements that can move and fall and that are
327 transported by a conveyor belt to continue moving into that direction
328 after leaving the conveyor belt, regardless of their own movement
329 type; only elements which can not move are transported now
330 (reported by Simon Forsberg)
332 * fixed bug which could cause an array overflow in RelocatePlayer()
333 (reported by Niko Böhm)
335 * changed Emerald Mine style "passable / over" elements to "protected"
336 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
338 * added new option to select from which side a "walkable/passable"
339 element can be entered
342 * added explosion and ignition delay for elements that can explode
345 * fixed bug which caused player not being protected against enemies
346 when a CE was "walkable / inside" and was not "indestructible"
347 * added "walkable/passable" fields to be "protected/unprotected"
348 against enemies, even if not accessible "inside" but "over/under"
351 * corrected move pattern to 32 bit and initial move direction to 8 bit
354 * added second custom element base configuration page
357 * added some special EMC mappings to Emerald Mine level loader
358 (also covering previously unknown element in level 0 of "Bondmine 8")
361 * added option to block last field when player is moving (for Supaplex)
362 * adjusted push delay of Supaplex elements
363 * removed delays for envelopes etc. when replaying with maximum speed
364 * fixed bug when dropping element on a field that just changed to empty
367 * fixed bug: infotrons can now smash yellow disks
368 * fixed bug: when gravity active, port above player can now be entered
369 * removed "one white dot" mouse pointer which irritated some people
372 * added "choice type" for group element selection
375 * fixed bug with initial invulnerability of non-yellow player
378 * added level loader for loading native Supaplex packed levels
379 (including multi-part levels like the "splvls99" levels)
382 * fixed bug which allowed creating emeralds by escaping explosions
385 * custom elements can change (limited) or leave (unlimited) elements
386 * finally added multiple matches using group elements
387 * added shortcut to dump brush (type ":DB" in editor) for use in forum
390 * added new start movement type "previous" for continued CE movement
391 * added new start movement type "random" for random CE movement start
394 * added new element "sokoban_field_player" needed for Sokoban levels
395 (thanks to Ed Booker for pointing this out!)
398 * added elements that can be digged or left behind by custom elements
401 * added group elements for multiple matches and random element creation
404 * fixed some graphical errors displayed in old levels
407 * fixed wrong double speed movement after passing closing gates
410 * added level loader for loading native Emerald Mine levels
413 * changes for "shooting" style CE movement
416 * Happy New Year! ;-)
419 * changed default snap/drop keys from left/right Shift to Control keys
422 * fixed bug with dead player getting reanimated from custom element
425 * fixed bug with wrong penguin graphics (when entering exit)
428 * fixed bug with wrong "Murphy" graphics (when digging etc.)
431 * version number set to 3.0.9
434 * version 3.0.8 released
437 * added function checked_free()
440 * fixed bug with double nut cracking sound
441 (by eliminating "default element action sound" assignment in init.c)
444 * fixed crash when no music info files are available
447 * fixed boring and sleeping sounds
450 * added "maze runner" and "maze hunter" movement types
451 * added extended collision conditions for custom elements
454 * added warnings for undefined token values in artwork config files
457 * added menu entry for level set information to the info screen
460 * fixed bug with wrong default impact sound for colored emeralds
463 * added several sub-screens for the info screen
464 * menu text now also clickable (not only blue/red sphere left of it)
467 * added configurable "bored" and "sleeping" animations for the player
468 * added "awakening" sound for player when waking up after sleeping
471 * added "copy" and "exchange" functions for custom elements to editor
474 * added configurable element animations for info screen
477 * added configurable music credits for info screen
480 * finally fixed tape recording when player is created from CE change
483 * added "editorsetup.conf" for editor element list configuration
486 * added "musicinfo.conf" for menu and level music configuration
489 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
490 (that only showed up on Linux, but not on Windows systems)
493 * fixed turning movement of butterflies and fireflies (no frame reset)
494 * enhanced sniksnak turning movement (two steps instead of only one)
497 * version number set to 3.0.8
500 * version 3.0.7 released
503 * fixed reset of player animation frame when, for example,
504 walking, digging or collecting share the same animation
505 * fixed CE with "deadly when touching" exploding when touching amoeba
508 * fixed tape recording when player is created from CE element change
511 * introduced "turning..." action graphic for elements with move delay
512 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
513 * added turning animations for bug, spaceship and sniksnak
516 * prevent "extended" changed elements from delay change in same frame
519 * fixed bug when pushing element that can move away to the side
520 (like pushing falling elements, but now with moving elements)
523 * finally fixed serious bug in code for delayed element pushing (again)
526 * unavailable setup options now marked as "n/a" instead of "off"
527 * new boolean directive "latest_engine" for "levelinfo.conf": when set
528 to "true", levels are always played with the latest game engine,
529 which is desired for levels that are imported from other games; all
530 other levels are played with the engine version stored in level file
531 (which is normally the engine version the level was created with)
534 * fixed serious bug in code for delayed element pushing
535 * fixed little bug in animation frame selection for pushed elements
536 * speed-up of reading config file for verbose output
539 * added configuration option for opening and closing Supaplex exit
540 * added configuration option for moving up/down animation for Murphy
541 * fixed incorrectly displayed animation for attacking dragon
542 * fixed bug with not setting initial gravity for each new game
543 * fixed bug with teleportation of player by custom element change
544 * fixed bug with player not getting smashed by rock sometimes
547 * version number set to 3.0.7
550 * version 3.0.6 released
553 * added support for MP3 music for SDL version through SMPEG library
556 * fixed bug when initializing font graphic structure
557 * fixed bug with animation mode "pingpong" when using only 1 frame
558 * fixed bug with extended change target introduced in 3.0.5
559 * fixed bug where passing over moving element doubles player speed
560 * fixed bug with elements continuing to move into push direction
561 * fixed bug with duplicated player when dropping bomb with shield on
562 * added "switching" event for custom elements ("pressing" only once)
563 * fixed switching bug (resetting flag when not switching but not idle)
566 * fixed element tokens for certain file elements with ".active" etc.
569 * version number set to 3.0.6
572 * version 3.0.5 released
575 * now four envelope elements available
576 * font, background, animation and sound for envelope now configurable
577 * main menu doors opening/closing animation type now configurable
580 * active/inactive sides configurable for custom element changes
581 * new movement type "move when pushed" available for custom elements
584 * fixed bug in multiple config pages loader code that caused crashes
587 * enhanced (remaining low-resolution) Supaplex graphics
590 * version number set to 3.0.5
593 * version 3.0.4 released
595 2003-09-12 src/tools.c
596 * fixed bug in custom definition of crumbled element graphics
598 2003-09-11 src/files.c
599 * fixed bug in multiple config pages code that caused crashes
602 * version number set to 3.0.4
605 * version 3.0.3 released
608 * added music to Supaplex classic level set
610 2003-09-07 src/libgame/misc.c
611 * added support for loading various music formats through SDL_mixer
613 2003-09-06 (various source files)
614 * fixed several nasty bugs that may have caused crashes on some systems
615 * added envelope content which gets displayed when collecting envelope
616 * added multiple change event pages for custom elements
618 2003-08-24 src/game.c
619 * fixed problem with player animation when snapping and moving
621 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
622 * fixed problem with flickering when drawing toon animations
624 2003-08-23 src/libgame/sdl.c
625 * fixed problem with setting mouse cursor in SDL version in fullscreen
627 2003-08-23 src/game.c
628 * fixed bug (missing array boundary check) which could crash the game
631 * version number set to 3.0.3
634 * version 3.0.2 released
636 2003-08-21 src/game.c
637 * fixed bug with creating inaccessible elements at player position
639 2003-08-20 src/init.c
640 * fixed bug with not finding current level artwork directory
642 2003-08-20 src/files.c
643 * fixed bug with choosing wrong engine version when playing tapes
644 * fixed bug with messing up custom element properties in 3.0.0 levels
647 * version number set to 3.0.2
650 * version 3.0.1 released
652 2003-08-17 (no source files affected)
653 * changed all "classic" PCX image files with 16 colors or less to
654 256 color (8 bit) storage format, because the Allegro game library
655 cannot handle PCX files with less than 256 colors (contributed
656 graphics are not affected and might look wrong in the DOS version)
658 2003-08-16 src/init.c
659 * fixed bug which (for example) crashed the level editor when defining
660 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
661 (only set to default) -- invalid graphics now set to default graphic
663 2003-08-16 src/init.c
664 * fixed graphical bug of player digging/collecting/snapping element
665 when no corresponding graphic/animation is defined for this action,
666 resulting in player being drawn as EL_EMPTY (which should only be
667 done to elements being collected, but not to the player)
669 2003-08-16 src/game.c
670 * fixed small graphical bug of player not totally moving into exit
672 2003-08-16 src/libgame/setup.c
673 * fixed bug with wrong MS-DOS 8.3 filename conversion
675 2003-08-16 src/tools.c
676 * fixed bug with invisible mouse cursor when pressing ESC while playing
678 2003-08-16 (various source files)
679 * added another 128 custom elements (disabled in editor by default)
681 2003-08-16 src/editor.c
682 * fixed NULL string bug causing Solaris to crash in sprintf()
684 2003-08-16 src/screen.c
685 * fixed drawing over scrollbar on level selection with custom fonts
687 2003-08-15 src/game.c
688 * cleanup of simple sounds / loop sounds / music settings
690 2003-08-08 (various source files)
691 * added custom element property for dropping collected elements
693 2003-08-08 src/conf_gfx.c
694 * fixed bug with missing graphic for active red disk bomb
696 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
697 * extended variable "level.gravity" to "level.initial_gravity" and
698 "game.current_gravity" to prevent level setting from being changed
699 by playing the level (keeping the runtime value after playing)
701 * fixed graphics bug when digging element that has 'crumbled' graphic
702 definition, but not 'diggable' graphic definition
705 * version number set to 3.0.1
708 * version 3.0.0 released
711 * various bug fixes; among others:
712 - fixed bug with pushing spring over empty space
713 - fixed bug with leaving tube while placing dynamite
714 - fixed bug with explosion of smashed penguins
715 - allow Murphy player graphic in levels with non-Supaplex elements
719 * I have forgotten to document changes for some time
722 * pre-release version 2.2.0rc1 released
725 * version number set to 2.1.2
728 * version 2.1.1 released
731 * version number set to 2.1.1
734 * version 2.1.0 released
737 * version number set to 2.1.0
739 2002-04-03 to 2002-05-19 (various source files)
740 * graphics, sounds and music now fully configurable
741 * bug fixed that prevented walking through tubes when gravity on
743 2002-04-02 src/events.c, src/editor.c
744 * Make Escape key less aggressive when playing or when editing level.
745 This can be configured as an option in the setup menu. (Default is
746 "less aggressive" which means "ask user if something can be lost"
747 when pressing the Escape key.)
749 2002-04-02 src/screen.c
750 * Added "graphics setup" screen.
752 2002-04-01 src/screen.c
753 * Changed "choose level" setup screen stuff to be more generic (to
754 make it easier to add more "choose from generic tree" setup screens).
756 2002-04-01 src/config.c, src/timestamp.h
757 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
758 automatically gets created by "src/Makefile" and contains an actual
759 compile-time timestamp to identify development versions of the game).
761 2002-03-31 src/tape.c, src/events.c
762 * Added quick game/tape save/load functions to tape stuff which can be
763 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
764 loads previously recorded tape and directly goes into recording mode
765 from the end of the tape (therefore appending to the tape).
767 2002-03-31 src/tape.c
768 * Added "index mark" function to tape recorder. When playing or
769 recording, "eject" button changes to "index" button. Setting index
770 mark is not yet implemented, but pressing index button when playing
771 allows very quick advancing to end of tape (when normal playing),
772 very fast forward mode (when playing with normal fast forward) or
773 very fast reaching of "pause before end of tape" (when playing with
774 "pause before end" playing mode).
776 2002-03-30 src/cartoons.c
777 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
779 2002-03-29 src/screen.c
780 * Changed setup screen stuff to be more generic (to make it easier
781 to add more setup screens).
783 2002-03-23 src/main.c, src/main.h
784 * Various changes due to the introduction of the new libgame files
785 "setup.c" and "joystick.c".
787 2002-03-23 src/files.c
788 * Generic parts of "src/files.c" (mainly setup and level directory
789 stuff) moved to new libgame file "src/libgame/setup.c".
791 2002-03-23 src/joystick.c
792 * File "src/joystick.c" moved to libgame source tree, with
793 correspondig changes.
795 2002-03-22 src/screens.c
796 * "HandleChooseLevel()": Another bug in level series navigation fixed.
797 (Wrong level series information displayed when entering main group.)
799 2002-03-22 src/editor.c
800 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
802 2002-03-22 src/editor.c
803 * Changed behaviour of "Escape" key in level editor to be more
804 intuitive: When in "Element Properties" or "Level Info" mode,
805 return to "Drawing Mode" instead of leaving the level editor.
807 2002-03-21 src/game.c, src/editor.c, src/files.c
808 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
809 gems (emeralds, diamonds, ...) slipping down from normal wall,
810 steel wall and growing wall (as in E.M.C. style levels). Although
811 the behaviour of contributed and private levels wasn't changed (due
812 to the use of "level.game_version"; see previous entry), editing
813 those levels will (of course) change the behaviour accordingly.
815 This change seems a bit too hard after thinking about it, because
816 the EM style behaviour is not the "expected" behaviour (gems would
817 normally only slip down from "rounded" walls). Therefore this was
818 now changed to an element property for gem style elements, with the
819 default setting "off" (which means: no special EM style behaviour).
820 To fix older converted levels, this flag is set to "on" for pre-2.0
821 levels that are neither contributed nor private levels.
823 2002-03-20 src/files.h
824 * Corrected settings for "level.game_version" depending of level type.
825 (Contributed and private levels always get played with game engine
826 version they were created with, while converted levels always get
827 played with the most recent version of the game engine, to let new
828 corrections of the emulation behaviour take effect.)
830 2002-03-20 src/main.h
831 * Added "#include <time.h>". This seems to be needed by "tape.c" for
832 compiling the SDL version on some systems.
833 Thanks to the several people who pointed this out.
836 * Version number set to 2.0.2.
839 * Version 2.0.1 released.
841 2002-03-18 src/screens.c
842 * "HandleChooseLevel()": Small bug in level series navigation fixed.
844 2002-03-18 src/files.c [src/libgame/misc.c]
845 * Moved some common functions from src/files.c to src/libgame/misc.c.
847 2002-03-18 src/files.c [src/libgame/misc.c]
848 * Changed permissions for new directories and saved files (especially
849 score files) according to suggestions of Debian users and mantainers.
850 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
852 2002-03-17 src/files.c
853 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
854 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
855 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
856 for levels and "TAPE" for tapes). Old "cookie" style format is
857 still supported for reading. New level and tape files are written
860 * New IFF chunk "VERS" contains version numbers for file and game
861 (where "game version" is the version of the program that wrote the
862 file, and "file version" is a version number to distinguish files
863 with different format, for example after adding new features).
865 2002-03-15 src/screen.c
866 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
867 (Before, you heard a mixture of the in-game music and the
870 2002-03-14 src/events.c
871 * Function "DumpTape()" (files.c) now available by pressing 't' from
872 main menu (when in DEBUG mode).
874 2002-03-14 src/game.c
875 * "GameWon()": When game was won playing a tape, now there is no delay
876 raising the score and no corresponding sound is played.
878 2002-03-14 src/files.c
879 * Changed "LoadTape()" for real chunk support and also adjusted
880 "SaveTape()" accordingly.
882 2002-03-14 src/game.c, src/tape.c, src/files.c
883 * Important changes to tape format: The old tape format stored all
884 actions with a real effect with a corresponding delay between the
885 stored actions. This had some major disadvantages (for example,
886 push delays had to be ignored, pressing a button for some seconds
887 mutated to several single button presses because of the non-action
888 delays between two action frames etc.). The new tape format just
889 stupidly records all device actions and replays them later. I really
890 don't know why I haven't solved it that way before?! Old-style tapes
891 (with tape file version less than 2.0) get converted to the new
892 format on-the-fly when loading and can therefore still be played;
893 only some minor parts of the old-style tape handling code was needed.
894 (A perfect conversion is not possible, because there is information
895 missing about the device actions between two action frames.)
897 2002-03-14 src/files.c
898 * New function "DumpTape()" to dump the contents of the current tape
899 in a human readable format.
901 2002-03-14 src/game.c
902 * Small tape bug fixed: When automatically advancing to next level
903 after a game was won, the tape from the previous level still was
904 loaded as a tape for the new level.
906 2002-03-14 src/tape.c
907 * Small graphical bug fixed: When pressing ""Record" or "Play" on
908 tape, cartoons did not get completely removed because
909 StopAnimation() was not called.
911 2002-03-13 src/files.c
912 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
913 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
914 size even when using 16-bit elements). Added new chunk "CNT2" for
915 16-bit amoeba content (previously written in 8-bit field in "HEAD"
916 chunk even when content was 16-bit element). "CNT2" should now be
917 able to store content for arbitrary elements (up to eight blocks of
918 3 x 3 element arrays). All "CNT2" elements will always be stored as
919 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
921 2002-03-13 src/files.c
922 * Changed "LoadLevel()" for real chunk support.
924 2002-03-12 src/game.c
925 * Fixed problem (introduced after 2.0.0 release) with penguins
926 not getting killed by enemies
928 2002-02-24 src/game.c, src/main.h
929 * Added "player->is_moving"; now "player->last_move_dir" does
930 not contain any information if the player is just moving at
932 Before, "player->last_move_dir" was misused for this purpose
933 for the robot stuff (robots don't kill players when they are
934 moving). But setting "player->last_move_dir" to MV_NO_MOVING
935 broke tapes when walking through pipes!
936 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
937 in a continuous movement. This fact is ignored for friends and