2 * fixed using "background.TOOLBOX", which was simply ignored before
5 * added key pad '-', '+' and '0' keys to zoom function in level editor
6 * changed editor key shortcut for undo/redo to 'u' and 'Shift-u'
7 * fixed using 'PageUp' and 'PageDown' keys for element list in editor
10 * added 1%, 2% and 5% to volume controls for sound and music settings
13 * fixed bug with editor border element not adjusted after resizing level
14 * changed unused playfield from "default" to "empty" after loading level
15 * increased number of undo/redo steps in level editor from 10 to 64
18 * added zoom functionality for playfield drawing area to level editor
19 (use left, right and middle mouse buttons on new "zoom" toolbox button
20 or use keys '-', '+' and '0' to zoom out, in or reset to default size)
23 * fixed bug not updating game panel values in visible warp forward mode
26 * changed position of CE/GE use/save template gadgets to be visually
27 separated from other CE/GE gadgets (to prevent accidental use)
28 * fixed bug in editor when using undo after rotating level repeatedly
29 * added 'redo' functionality to editor (by pressing 'undo' with right
30 mouse button or by using key shortcut "Shift-R")
33 * added configurability of editor control buttons (toolbox buttons)
36 * finished configurability of tape date and time display positions
37 * fixed bug with game buttons in tape area not properly redrawn
38 * fixed small graphical bug with default tape time display position
39 * added optionally configurable game frame counter to tape display
42 * fixed configurability of editor element palette (for columns != 4)
45 * improved configurability of tape date and time display positions
46 * added configurability of element properties button in editor
47 * added build dependency for auto-conf files
50 * added looking for editor element descriptions in level set directory
51 (for example, in file "<my-level-folder>/docs/elements/custom_1.txt")
54 * moved "element properties" button in editor from toolbox to palette
55 * added "zoom level tile size" button in editor to toolbox (currently
56 no function behind it; will be used to zoom level editor playfield)
57 * added key shortcuts '1' to '3' to view properties of drawing elements
58 * fixed gadget display bug in editor (door 1 area) after test playing
59 * fixed bugs when changing drawing area gadgets (like group elements)
62 * re-enabled editor palette element options in setup configuration file
65 * fixed loading custom PCX image files with default artwork file names
66 (like "RocksDoor.pcx") which are not redefined in artwork config file
67 (this is a special fix for Zelda 2 and probably some other existing
68 level sets which use new graphics which are not defined in the file
69 "graphicsinfo.conf", but use a file name of one of default graphics
70 (like "RocksScreen.pcx"); this did not work anymore for PCX files
71 since the default graphics files have been changed to PNG files, so
72 different file names are checked now (like "RocksScreen.png"), so if
73 the PNG files cannot be found, the old PCX files are also checked)
76 * added some more graphics customization options for the level editor:
77 - editor.button.prev_level (position)
78 - editor.button.next_level (position)
79 - editor.input.level_number (position)
80 - editor.palette.tile_size (tile size for palette elements)
81 - editor.palette.element_left.tile_size (draw element tile size)
82 - editor.palette.element_middle.tile_size (draw element tile size)
83 - editor.palette.element_right.tile_size (draw element tile size)
84 - editor.input.gfx.level_number (current level number input field)
87 * fixed menu display bugs caused by drawing outside menu area (again)
90 * fixed broken door animations when switching between custom graphics
93 * fixed layout for "level set info" to support custom playfield size
94 * fixed changing from title to info screen with custom playfield size
97 * fixed bug with not updating default bitmap pointer for scaled images
98 * fixed redraw/fade bugs when redefining the playfield size or position
101 * fixed some smaller issues with loading custom artwork
104 * added warnings when using undefined element and graphic names in
105 custom artwork definitions (like ".crumbled_like" or ".clone_from")
106 * added setting default filenames for all cloned graphics in static
107 graphics configuration on startup (to be able to fall back later)
110 * fixed using buttons on main screen with size other than 32x32 pixels
111 * fixed some initialization bugs for scrollbars and main screen buttons
112 * fixed bug when drawing non-element graphics (without separate in-game
113 graphic/bitmap defined) while non-standard game tile size is defined
116 * removed some remaining unused X11 stuff
117 * fixed bug with potentially suppressed exit error message on startup
120 * fixed bug not loading tape when selecting level from level selection
121 screen (thanks to filbo for finding this bug and supplying a patch)
124 * fixed menu display bugs (drawing outside menu area with draw offset)
125 * fixed menu key navigation bugs (when using smaller menu list size)
128 * added support for animated door parts during opening/closing movement
131 * added automatic detection of normal/steel character elements in level
132 editor when drawing text (depending on currently selected element)
135 * eliminated historical ISO-8859-1 characters from source code files
136 (but still using them internally for special character encodings)
137 * changed output of special character for level sketch brushes to UTF-8
140 * added handling of unselectable selectbox options and option headlines
143 * fixed bug when changing between graphic sets with different tile size
144 * cleanup of handling the various graphic sizes for different purposes
145 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
148 * added virtual keyboard on Android port when entering player name
151 * fixed "quick menu doors" and sounds for door and envelope requests
154 * fixed display bugs with certain custom menu definitions regarding the
155 hall of fame (high scores) and setup screens that require scrolling
156 (these display bugs showed up with custom menu graphics of R'n'D jue)
159 * fixed bug with animation frames per line with non-standard tile size
160 (relevant for example for 64x64 sized frames continued on next row)
163 * removed checking of file identifier tokens for configuration files
166 * fixed bug where player actions were only mapped in team mode
167 (this broke four tapes in automatic game engine unit test where
168 old levels contained a non-yellow player, like rnd_abby_king, 011)
171 * removed large parts of the preprocessor hell of old and unused code
174 * updated source file headers (mainly author contact information)
177 * added key shortcuts for window scaling and toggling fullscreen mode:
178 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
179 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
182 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
183 * added some performance improvements when handling SDL surface scaling
186 * added custom graphics property "game.tile_size" to define in-game tile
187 size (this defines the tile size actually displayed on the playfield);
188 tile graphics will either be scaled to the defined game tile size or
189 have to be specified with the same image size (using ".tile_size")
192 * added custom graphics property ".tile_size" to define tile image size
193 for game element graphics (like "custom_1.tile_size"); non-standard
194 sized images will then be scaled accordingly to standard tile size
197 * fixed music still being played in Android version when in background
200 * added Android "menu" button to be treated as "yes" requester button
201 (while the Android "back" button was already treated as "no" button)
204 * added command line options "--version" / "-V" to show program version
205 (also shows SDL library versions when prefixed with "--debug" option)
208 * error file set to unbuffered to prevent truncation in case of crashes
211 * fixed bug causing wrong screen updates while playing (whole screen
212 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
213 * fixed nasty (typo) bug in native EM engine causing broken player
214 graphics when using different (redefined) playfield size
217 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
218 to be displayed incorrectly (with broken scaling) when switching
219 between small and normal game graphics (thanks a lot to filbo for
220 analyzing and describing how to exactly reproduce this bug)
223 * removed MS-DOS support
224 * removed native X11 support (X11 now only supported via SDL/SDL2)
227 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
230 * fixed level redraw after quick-loading tape with small tile graphics
233 * added compatibility code for existing request door animation settings
236 * added ultra-generic, ultra-flexible request door animation handling
239 * fixed major bugs in handling single-player and multi-player tapes
240 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
243 * fixed various problems with playfield and requester/tape/editor doors
244 defined to be at non-standard screen positions in artwork config file
247 * added envelope style requester dialog (alternative to door requester)
250 * fixed problems with window scaling and updating related setup value
251 * added setup option to select anti-aliasing quality of scaled windows
254 * improved speed of displaying progress when loading levels and artwork
255 * changed fullscreen and window scaling changes in setup menu to have
256 immediate effect (instead of being effective after leaving setup menu)
259 * fixed toons stopping on continuous touch events on Mac OS X
262 * fixed bug when displaying game envelope with even sized playfield
263 * added graphic configuration options for request (dialog) buttons
266 * fixed some redraw bugs with window scaling under Mac OS X
269 * fixed problems with window scaling and updating related setup value
272 * fixed problems related to fullscreen switching and window scaling
275 * fixed inconsistent custom artwork constants numbering in src/main.h,
276 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
277 (this bug caused custom artwork definition to set wrong variable)
280 * fixed using fullscreen mode on Android instead of pseudo-window mode
281 * fixed keeping desktop fullscreen mode when changing viewport size
284 * fixed remaining text input problems for non-ASCII keys with modifier
285 * added window scaling options to graphics setup menu
288 * fixed key code problems with certain keys for SDL2
289 (keypad keys not being in numerical order; number of function keys)
290 * fixed text input problems for text characters using modifier keys
293 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
296 * fixed graphical bugs when using renderer/texture based graphics
299 * fixed playing certain sounds (menu navigation sound and counting
300 score sound after solving a level) when "normal sounds" are disabled
303 * continued porting Rocks'n'Diamonds to Android (levels now playable)
306 * added SDL2 renderer/texture based graphics frame handling to allow for
307 "desktop" style fullscreen mode and scaling of game screen/window
310 * removed limitation of artwork files to selected file types (this means
311 that every file type supported by SDL_image and SDL_mixer can be used)
312 * changed default graphics from PCX to PNG (needed for Android version
313 to prevent painfully slow image loading, although not compressing PCX
314 files in the assets directory of the APK package might also work fine)
315 * fixed bug with SDL_BlitSurface creating garbage when source and target
316 surface are the same (this bug also existed in versions of SDL 1.2.x)
319 * started porting Rocks'n'Diamonds to Android (already shows main menu)
322 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
325 * version number set to 3.3.1.3
328 * version 3.3.1.2 released
331 * improved error handling: display error message on screen (not only in
332 the error file or on the console), and display path of the error file
335 * fixed problem with R'n'D restarting with same level set that may have
336 caused a problem (and therefore failing again and again); after an
337 error, the last level set is now deactivated in file "levelsetup.conf"
338 to restart with default level set (which should work without error)
341 * fixed determining main game data directory on Mac OS X "Mavericks"
344 * version number set to 3.3.1.2
347 * version 3.3.1.1 released
350 * added scripts directory to distribution package to enable building
351 element definitions after editing artwork config source code files
354 * added volume controls for sounds, loops and music to sound setup
357 * version number set to 3.3.1.1
360 * version 3.3.1.0 released
363 * version number set to 3.3.1.0
366 * fixed display of level time switching from ascending to descending
367 when making use of the "time orb bug" (see element setting in editor)
368 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
369 * fixed graphics performance problems (especially on Mac OS X) by using
370 whole-playfield redraw on SDL target, while still using the previous
371 single-tile redraw method on X11 target (using redraw tiles threshold)
374 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
375 (by replacing all "long" types by "int" types)
378 * fixed nasty bug (affecting crumbled graphics) after adding new special
379 graphics suffix ".TAPE" (and messing some things up in src/main.c)
382 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
383 (this caused fonts in envelope config in level editor being invisible)
386 * fixed some problems with half tile size and even tile sized playfields
389 * added level selection screen (when clicking on main menu level number)
390 * added level tracing (played, solved) for use in level selection screen
391 (to display already played or solved levels in different font color)
394 * added alternative game mode for playing with half size playfield tiles
395 * fixed another memory violation bug in the native Supaplex game engine
396 (this potential memory bug was also in the original Megaplex code, but
397 apparently only occured under rare conditions triggered by using the
398 additional added preceding playfield memory area to make a few strange
399 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
400 solvable (this all worked fine in the classic DOS version, of course))
403 * added graphics performance optimization to native Supaplex game engine
404 * fixed bug with accidentally removing preceding buffer in SP engine
405 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
406 (to prevent compatibility mapping of these newer graphics to older
407 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
410 * added separately configurable game panel background to graphics config
411 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
414 * added tape panel graphics and screen positions to graphics config
417 * added compatibility stuff for redefined "global.door" (which affects
418 all parts of that image that have their own graphics definition now)
421 * added sound button graphics to graphics config
424 * added tape button graphics and screen positions to graphics config
427 * improved single step mode in R'n'D, EM and SP engines
430 * version number set to 3.3.0.2
433 * version 3.3.0.1 released
436 * added configurable key shortcuts for snap+direction player actions
437 (probably most useful for recording tool-assisted speedrun (TAS)
438 tapes using the single-step mode of the tape recorder)
441 * version number set to 3.3.0.1
444 * version 3.3.0.0 released
447 * fixed missing memory allocation in SP engine when saving engine data
448 for non-SP game engine snapshots (which also stores SP engine part)
451 * fixed problem with scrolling in native EM engine in multi-user mode
452 (this bug was just introduced with the experimental viewport stuff)
453 * fixed animation of splashing acid in EM engine with classic artwork
454 * fixed animation of cracking nut in EM engine with classic artwork
455 * fixed (implemented) single step mode in native EM and SP engines
456 * fixed "latest_engine" flag in classic levels (moved to single sets)
457 * updated SDL library DLLs for Windows to the latest release versions
458 (this fixed some mysterious crashes of the game on Windows systems)
459 * replaced EM and SP set in classic level set with native level files
460 * finally added a newly written "CREDITS" file to the game package
461 * removed sampled music loops from classic music set
464 * changed native Emerald Mine engine to support different viewport sizes
467 * changed native Supaplex engine to support different viewport sizes
470 * added initial, experimental support for different viewport properties
471 (with "viewports" being menu/playfield area and doors; currently the
472 size of the menu/playfield area and door positions can be redefined)
475 * added initial, experimental support for different window sizes
478 * added support for native Sokoban solution files in pure 'udlrUDLR'
479 format with extension ".sln" instead of ".tape" for solution tapes
482 * added image config suffix ".class" to be able to define classes of
483 crumbled elements which are then separated against each others when
484 drawing crumbled borders (class names can freely be defined)
485 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
486 emc_grass" results in sand and emc_grass being crumbled separately,
487 even if directly adjacent on the playfield.)
488 * added image config suffix ".style" to use two new features for
490 - "accurate_borders": try to draw correctly crumbled corners (which
491 means that a row of crumbled elements does not have two crumbled
492 corners for each element in the row, but only at the "real" corners
493 at the start and the end of the row of elements)
494 - "inner_corners": also draw inner corners in concave constructions
495 of several crumbled elements -- this is currently a big kludge: the
496 number of frames for crumbled graphic must be "2", with the first
497 frame as usual (crumbled graphic), while the second frame contains
498 the graphic with inner (crumbled) corners for the crumbled graphic
499 (These two features are mainly intended for bevelled walls, not for
500 diggable elements like sand; "inner_corners" only works reliably for
501 static walls, not for in-game dynamically changing walls using CEs.)
504 * finished code cleanup of native Supaplex game engine
507 * started code cleanup of native Supaplex game engine
510 * integrated playing sound effects into native Supaplex game engine
513 * added configurable key shortcuts for the tape recorder buttons
516 * added (hidden) function to save native Supaplex levels with tape as
517 native *.sp file containing level with demo (saved with a file name
518 similar to native R'n'D levels, but with ".sp" extension instead of
519 ".level"); to use this functionality, enter ":save-native-level" or
520 ":snl" from the main menu with the native Supaplex level loaded and
521 the appropriate tape loaded to the tape recorder
522 * fixed potential crash bug caused by illegal array access in engine
523 snapshot loading and saving code
524 * changed setting permissions of score files to be world-writable if
525 the program is not installed and running setgid to allow the program
526 to modify existing score files when run as a different user (which
527 allows cheating, of course, as the score files are not protected
528 against modification in this case)
529 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
530 the top level Makefile for Debian / Ubuntu installations
531 * added saving read-only levels from editor into personal level set
532 (thanks to Bela Lubkin for the above four patches)
535 * added updating of game values on the panel to Supaplex game engine
538 * finished integrating R'n'D graphics engine into Supaplex game engine
539 (although some animations do not support full customizability yet)
542 * done integrating R'n'D graphics engine into file "Infotron.c"
543 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
546 * integrated engine snapshot functionality into Supaplex game engine
549 * fixed bug in native Supaplex engine that broke several demo solutions
550 * fixed bug with re-initializing already existing elements in function
551 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
552 counted a second time, making the currently playing level unsolvable)
553 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
554 * done integrating R'n'D graphics engine into file "Electrons.c"
555 * done integrating R'n'D graphics engine into file "Zonk.c"
558 * done integrating R'n'D graphics engine into file "Murphy.c"
559 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
562 * started integrating R'n'D graphics engine into Supaplex game engine
565 * added small kludge that allows transparent pushing animation over
566 non-black background (by using "game.use_masked_pushing: true")
567 * added editor flag to Sokoban field/object elements to automatically
568 finish solved Sokoban style levels (even if they contain non-Sokoban
569 elements, which prevents auto-enabling this feature for such levels)
572 * added new element "from_level_template" which is replaced by element
573 from level template at same playfield position when loaded (currently
574 not accessible from level editor, but only used for special Sokoban
575 level conversion when using "special_flags: load_xsb_to_ces")
576 * added special behaviour for "special_flags: load_xsb_to_ces": global
577 settings of individual level files are overwritten by template level
578 (except playfield size, level name, level author and template flag)
581 * added handling of gravity ports when converting Supaplex style R'n'D
582 levels to native Supaplex levels for playing with Supaplex engine
585 * fixed bug in Supaplex engine regarding initial screen scroll position
588 * fixed EMC style pushing animations in the R'n'D graphics engine (when
589 using ".2nd_movement_tile" for animations having start and end tile)
590 * for this to work (look) properly for two-tile pushing animations with
591 non-black (i.e. opaque) background, the pushing graphics drawing order
592 was changed to first draw the pushed element, then the player (maybe
593 this should be controlled by an ".anim_mode" flag yet to be added)
594 * two-tile animations for moving or pushing should have 7 frames for
595 normal speed, 15 frames for half speed etc. to display correct frames
596 * two-tile animations are also displayed correctly with different speed
597 settings for the player (for pushing animations) or moving elements
600 * added searching for template level (file "template.level") not only
601 inside the level set directory, but also in above level directories;
602 this makes is possible to use the same single template level file
603 (placed in a level group directory) for many level sub-directories
606 * fixed bug with steel exit being destructible during opening phase
607 * added token "special_flags" to "levelinfo.conf" (currently with the
608 only recognized value "load_xsb_to_ces", doing the same as the flag
609 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
610 converting all elements in native (XSB) Sokoban level files to CEs)
613 * fixed some problems with Supaplex engine when compiling for Windows
616 * added special mode to convert elements of Sokoban XSB levels to CEs
617 by adding "-Dload_xsb_to_ces" to the command line starting the game
618 (also adding a dependency to a template level file "template.level")
621 * added reading native Sokoban levels and level packages (XSB files)
624 * fixed bugs in (auto)scrolling behaviour when passing ports or when
625 wrapping around the playfield through "holes" in the playfield border
628 * changed internal playfield bitmap handling from playfield sized bitmap
629 to screen sized bitmap (visible scrolling area), therefore speeding up
630 graphics operations (by eliminating bitmap updates in invisible areas)
631 and removing playfield size limitations due to increasing bitmap size
632 for larger playfield sizes (while the new implementation always uses
633 a fixed playfield bitmap size for arbitrary internal playfield sizes)
636 * fixed bug with single step mode (there were some cases where the game
637 did not automatically return to pause mode, e.g. when trying to push
638 things that cannot be pushed or when trying to run against a wall)
641 * added support for loading Supaplex levels in MPX level file format
644 * fixed SP engine to set "game over" not before lead out counter done
647 * fixed (potential) compile error when using GCC option "-std=gnu99"
648 (thanks to Tom "spot" Callaway)
651 * fixed array allocation in native Supaplex engine to correctly handle
652 preceding scratch buffers (needed because of missing border checking)
653 * fixed playfield initialization to correctly add raw header bytes as
654 subsequent scratch buffer (needed because of missing border checking)
657 * most important parts of native Supaplex engine integration working:
658 - native Supaplex levels can be played in native Supaplex engine
659 - native Supaplex level/demo files ("*.sp" files) can be re-played
660 - all 111 classic original Supaplex levels automatically solvable
661 - native Supaplex engine can be selected and used from level editor
662 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
665 * fixed another translation problem from VisualBasic to C (where "int"
666 should be "short") causing unsolvable demos with bugs and terminals
667 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
670 * fixed bug when reading Supaplex single level files (preventing loader
671 from seeking to level position like in Supaplex level package files)
674 * first classic Supaplex level running and solved by solution/demo tape
677 * started with integration of native Supaplex engine, using source code
678 of Megaplex from Frank Schindler, based on original Supaplex engine
681 * version number set to 3.2.6.2
684 * version 3.2.6.1 released
687 * fixed bug with element_info[e].gfx_element not being initialized in
688 early game stage, causing native graphics in EMC level sets to be
689 mapped completely to EL_EMPTY (causing a blank screen when playing)
690 (this only happened when starting the program with an EMC set with
691 native graphics, but not when switching to such a set at runtime)
694 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
695 and using self-compiled, patched SDL.dll that solves this problem
696 (interim solution until release of SDL 1.2.14 that should fix this)
699 * extended backwards compatibility mode to allow already fixed bug with
700 change actions (see "2008-02-05") for existing levels (especially the
701 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
704 * reactivated workaround to prevent program crashes due to blitting to
705 the same SDL surface that apparently only occurs on Windows systems
706 (this is no final solution; this problem needs further investigation)
709 * version number set to 3.2.6.1
712 * version 3.2.6.0 released
715 * fixed behaviour of player option "no centering when relocating" which
716 was incorrect when disabled and relocation target inside visible area
717 and "no scrolling when relocating" enabled at the same time
720 * fixed problems with re-mapping players on playfield to input devices:
721 previously, players found on the level playfield were changed to the
722 players connected to input devices (for example, player 3 in the level
723 was changed to player 1 (using artwork of player 3, to be able to use
724 a player with a different color)); this had the disadvantage that CE
725 conditions using player elements did not work (because the players in
726 the level definition are different to those effectively used in-game);
727 the new system uses the same player elements as defined in the level
728 playfield and re-maps the input devices of connected players to the
729 corresponding player elements when playing the level (in the above
730 example, player 3 now really exists in the game and is moved using the
731 events from input device 1); level tapes still store the events from
732 input devices 1 to 4, which are then re-mapped to players accordingly
733 when re-playing the tape (just as it is done when playing the level)
736 * fixed bug with player relocation while the player switches an element
739 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
740 not walkable (and did not let the player enter) when in process of
741 opening, but not fully open yet (which can cause the player not being
742 able to enter the exit in EM/DC style levels in time)
745 * fixed some bugs regarding the new level/CE random seed reset options
748 * moved "level settings" and "editor settings" to two tabbed screens in
749 level editor to gain space for additional level property settings
750 * added level setting to start a level with always the same random seed
751 * added CE action "set random seed" to re-initialize random seed in game
752 (this is the only CE action that gets executed before the CE changes,
753 which is needed to use the newly set random seed during the CE change)
756 * fixed redraw problem of special editor door when playing from editor
759 * fixed initialization of gfx_element for level sketch image creation
762 * added switch for EM style dynamite "[ ] explodes with chain reaction"
763 (with default set to "on" for existing levels, but "off" for all new
764 levels), as EM style dynamite does not chain-explode in original EM
767 * added optional initial inventory for players (pre-collected elements)
768 * added change page actions "set player inventory" and "set CE artwork"
769 * added recognition of "player" parameter on change pages when player
770 actions are defined, but no trigger player in corresponding condition
771 (this resulted in actions that only affected the first player before)
772 * fixed bug with change actions being executed for newly created custom
773 elements resulting from custom element changes, when the intention was
774 only to check for change actions for the previous custom element
777 * changed design and size of element drawing area in level editor
778 * added "element used as action parameter" to element change actions
781 * added possibility to reanimate player immediately after his death
782 (for example, by "change to <player> when explosion of <player>")
785 * fixed bug with "gray" white door not being uncovered by magnifier
786 * added score for collecting (any) key to the white key config page
789 * added condition "deadly when <getting hit by>" for custom elements
790 that behaves a bit like the existing "deadly when <colliding with>",
791 but with the following differences:
792 - it only kills players or friends when it was moving before it hits
793 - it does not kill players or friends that try to run into it
796 * fixed the following change conditions where a player element is used
797 as the "element that is triggering the custom element change":
800 - explosion of <element>
802 (the last two conditions already worked partially, but only for the
803 first player, and not for the "Murphy" player when using "move of")
806 * fixed crash bug caused by accessing invalid element (with value -1)
807 in UpdateGameControlValues()
808 * fixed graphical bug when using two-tile movement animations with EMC
809 game engine without explicitly using native EMC graphics engine
812 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
813 try to push something (due to push delay) does not cause a dig action
816 * fixed bug with reference elements used as trigger elements on custom
817 element change pages not being recognized
818 * fixed bug with reference elements not being removed from the playfield
819 * added engine functionality that allows custom elements that "can dig"
820 other elements not only to do so when moving by themselves, but also
821 when being pushed by the player (therefore adding the functionality to
822 push one element over another element, replacing it with the new one)
825 * added command line function to write level sketch images to directory
828 * merged override and auto-override options into new override options
829 with a new data type than can take the values "no", "yes" and "auto"
832 * fixed growing steel wall to also leave behind steel wall instead of
833 normal, destructible wall
834 * fixed handling of rocks falling through stacks of quicksand with
835 different speed (before, the rocks just got stuck in the quicksand)
838 * fixed nasty bug with auto-override and normal override not working on
839 program startup (especially when current level set has custom artwork)
842 * version 3.2.5 released as special edition "R'n'D jue"
845 * fixed X11 crash bug when blitting masked title screens over background
848 * changed build system to support special editions (like "R'n'D jue")
849 * added (hardcoded) loading graphics for "R'n'D jue" special edition
850 * fixed X11 crash bug when scaling images with width/height less than 32
853 * added "background.PLAYING" (only visible as two-pixel border in game)
854 * added default level set for first start of special R'n'D version
855 * changed door animations for editor always behaving like "quick doors"
858 * added new custom artwork setup option "auto-override non-CE sets" for
859 automatic artwork override that is only used for level sets without
860 custom element artwork (as it does not make much sense to override
861 any artwork that redefines custom element artwork for sets using CEs)
862 * fixed default artwork for "special" R'n'D versions always using the
863 "classic" artwork as the base if base artwork is not explicitly
864 defined in "levelinfo.conf", regardless of different default artwork
865 used by the special R'n'D version -- this is needed because any such
866 custom artwork is designed using the "classic" artwork definitions as
867 the base (including menu definitions and screen positions etc., which
868 would otherwise be taken from the different special default artwork)
871 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
872 for both EMC and R'n'D graphics engine (heavy workarounds needed due
873 to massively broken handling of quicksand in R'n'D game engine)
874 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
875 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
878 * fixed small bug in toon drawing (introduced when fixing the crash bug)
881 * added graphics definition "game.panel.highscore" to display the
882 current levels current high score in the game panel
885 * version number set to 3.2.5
888 * version 3.2.4 released
891 * fixed crash bug in toon drawing functions for large step offset values
894 * fixed some problems with displaying game panel when quick-loading tape
897 * fixed (experimental only) redrawing of every tile per frame (even if
898 unneeded) for the extended (R'n'D based) EMC graphics engine
899 * added optimization to only calculate element count for panel display
900 if really needed (that is, if element count values defined on panel)
901 * fixed problem with special editor door redraw when entering main menu
904 * fixed bug with displaying background for title messages on info screen
905 * some code cleanup for the extended (R'n'D based) EMC graphics engine
908 * fixed bug with CE action "move player" always resulting in player 4
909 if there was a CE action with no trigger player (because the player
910 element was calculated by using log_2() from trigger player bits with
911 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
912 triggering player bit mask and handling all players in "move player"
913 * fixed bug when defined artwork cannot be found for artwork that has
914 default artwork cloned from other artwork (without default filename)
915 * added several fixes to the extended (R'n'D based) EMC graphics engine
918 * fixed broken editor copy and paste for custom elements between levels
921 * title messages are now also searched in graphics artwork directory;
922 those found in graphics directory have precendence over those found
923 in level directory -- this handles title messages stored in graphics
924 directories as part of the artwork set, just like title images; this
925 makes sense, as corresponding special font definitions for messages
926 are usually defined in the same graphics artwork directory, and also
927 because title images and title messages that are combined in a level
928 set introduction should usually not be separated when the level set
929 is used with a different artwork set (e.g. using "override graphics")
930 * fixed problem with door borders on main screen by first drawing doors
931 and then the corresponding border masks, but not vice versa
932 * fixed problem with artwork config entries using the value "[DEFAULT]";
933 this does not what one might expect, but sets the value to an invalid
934 value -- solution: simply ignore such entries, which results in this
935 value keeping its previous (real) default value (in general, entries
936 that should use their default value should just not be defined here)
937 * fixed problem with wrong fading area size from main menu to setup menu
940 * fixed problem with broken crumbled graphics after level set changes
941 when using R'n'D custom artwork with level sets using the EMC engine
944 * fixed invisible "joysticks deactivated ..." text on setup input screen
947 * added use of hashes created from static lists (element tokens, image
948 config, font tokens) to speed up lookup of configuration parameters
949 * fixed bug where element and graphic config token lookup was mixed up
952 * added "busy" animation when initializing program and loading artwork
953 * added initialization profiling for program startup (debugging only)
956 * fixed(?) very strange bug apparently triggered by memset() when code
957 was cross-compiled with MinGW cross-compiler for Windows XP platform
958 (this only happened when using SDL.dll also self-compiled with MinGW)
961 * added graphics engine directive "border.draw_masked_when_fading" that
962 enables/disables drawing of border mask over screen that is just faded
965 * fixed small problem with separate fading definition for game screen
968 * added additional configuration directives for setup screen draw offset
969 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
970 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
971 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
972 used to define draw offset on custom artwork selection screens and
973 "CHOOSE_OTHER" is used on all other list style selection screens, like
974 choosing game speed or screen mode for fullscreen mode)
975 * added additional configuration directives to define main menu buttons:
976 - menu.button_name and menu.button_name.active
977 - menu.button_levels and menu.button_levels.active
978 - menu.button_scores and menu.button_scores.active
979 - menu.button_editor and menu.button_editor.active
980 - menu.button_info and menu.button_info.active
981 - menu.button_game and menu.button_game.active
982 - menu.button_setup and menu.button_setup.active
983 - menu.button_quit and menu.button_quit.active
984 * added eight pure decoration graphic definitions for the game panel
987 * added support for accessing native Diamond Caves II level packages
988 * fixed displaying of game panel values for Emerald Mine game engine
989 * fixed displaying end-of-level time and score values on new game panel
992 * added game panel control to display arbitrary elements on game panel
993 * added game panel control to display custom element score (globally
994 unique for identical custom elements) either as value or as element
995 * added ".draw_masked" and ".draw_order" to game panel control drawing
998 * fixed some general bugs with handling of ".active" elements and fonts
1001 * cleanup of game panel elements (some elements were not really needed)
1002 * added displaying of gravity state (on/off) as new game panel control
1003 * added animation for game panel elements (similar to game elements)
1006 * added new pseudo game mode "PANEL" to define panel fonts and graphics
1007 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
1008 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
1009 (else graphics would have to use ".PLAYING", which would be confusing)
1010 * fixed bug when fading out to game screen with border mask defined
1013 * added attribute ".tile_size" for element style game panel controls
1016 * added <space> key as additional valid key to use for confirm requester
1019 * improved menu fading, adding separate fading definitions for entering
1020 and leaving a "content" screen (in general), and optional definitions
1021 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
1024 * added (currently invisible) setup option to define scroll delay value
1025 * fixed small bug in priority handling when auto-detecting level start
1026 position in levels without player element (but player from CE etc.)
1027 * added option "game.forced_scroll_delay_value" to override user choice
1028 of scroll delay value for certain level sets with "graphicsinfo.conf"
1029 * replaced setup option "scroll delay: on/off" by new setup option that
1030 directly allows selecting the desired scroll delay value from 0 to 8
1033 * added displaying of most game panel control elements (not animated)
1036 * added new configuration directives to display additional game engine
1037 values on the game control panel, like the following examples:
1038 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
1039 - game.panel.penguins - number of penguins to rescue
1040 - game.panel.level_name - level name of current level
1043 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
1046 * added new player option "no centering when relocating" for "invisible"
1047 teleportations to level areas that look exactly the same, giving the
1048 illusion that the player did not relocate at all (this was the default
1049 since 3.2.3, but caused visual problems with room creation in "Zelda")
1050 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
1053 * improved menu fading, adding separate fading definitions for entering
1054 and leaving a menu and for fading between menu and "content" screens
1055 * fixed small bug with recognizing also ".font_xyz" style definitions
1058 * improved menu fading, adding separate fading definitions for fading
1059 between menu screens and fading between menu and "destination" screens
1062 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
1063 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
1064 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
1065 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
1067 * improved title fading, allowing fading animation types "none", "fade"
1068 and "crossfade" (including cross-fading of last title to main menu)
1071 * added configurability of graphics, sounds and music for title screens,
1072 which are separated into initial title screens (only shown once at
1073 program startup) and title screens shown for a given level set; these
1074 title screens can be composed of up to five title images and up to
1075 five title text messages (each drawn using an optional background
1076 image), also using background music and/or sounds; aspects like
1077 background images, sounds and music of title screens can either be
1078 defined generally (valid for all title screens) or specifically (and
1079 therefore differently for each title screen) using these directives:
1081 to define a background image, sound or music file for all screens:
1082 - background.TITLE_INITIAL (for all title screens for game startup)
1083 - background.TITLE (for all title screens for level sets)
1085 to define a background image, sound or music file for a single screen:
1086 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
1087 - background.titlescreen_x (with x in 1,2,3,4,5)
1088 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
1089 - background.titlemessage_x (with x in 1,2,3,4,5)
1091 to define the title screen images:
1092 - titlescreen_initial_x (with x in 1,2,3,4,5)
1093 - titlescreen_x (with x in 1,2,3,4,5)
1095 to define the title text messages, place text files into the level set
1096 directory that have the following file names:
1097 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
1098 - titlemessage_x.txt (with x in 1,2,3,4,5)
1100 to define the properties of the text messages, either use directives
1101 that affect all text messages:
1102 - [titlemessage_initial].<suffix>
1103 - [titlemessage].<suffix>
1104 or use directives that affect single text messages:
1105 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1106 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1108 valid values for <suffix> are the same as for readme.<suffix> below;
1109 use ".sort_priority" (default: 0) to define an arbitrary order for
1110 title images and title messages (which can therefore be mixed)
1113 * added full configurability of "readme.txt" screen appearance:
1114 - readme.x: <left position used with alignment>
1115 - readme.y: <top position>
1116 - readme.width: <maximim text width in pixels>
1117 - readme.height: <maximum text height in pixels>
1118 - readme.chars: <maximum number of chars per line>
1119 - readme.lines: <maximum number of lines displayed>
1120 - readme.align: left,center,right (default: center)
1121 - readme.top: top,middle,bottom (default: top)
1122 - readme.font: font name
1123 - readme.autowrap: true,false (default: true)
1124 - readme.centered: true,false (default: false)
1125 - readme.parse_comments: true,false (default: true)
1126 - readme.sort_priority: (not used here, but only for title screens)
1127 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1128 default), they are automatically determined from "readme.width" and
1129 "readme.height" accordingly; when they are not "-1", they have
1130 precedence over "readme.width" and "readme.height"
1131 * added internal ad-hoc config settings for displaying text files like
1132 title messages or "readme.txt" style level set info files:
1133 - .font: font name (default: readme.font)
1134 - .autowrap: true,false (default: readme.autowrap)
1135 - .centered: true,false (default: readme.centered)
1136 - .parse_comments: true,false (default: readme.parse_comments)
1137 (the leading '.' and the separating ':' are mandatory here); to use
1138 these ad-hoc settings, they have to be written inside a comment, like
1139 "# .autowrap: false" or "# .centered: true"; these settings then
1140 override the above global settings (they can even be used more than
1141 once, like "# .centered: true", then some text that should be drawn
1142 centered, then "# .centered: false" to go back to non-centered text;
1143 important note: after using "# .parse_comments: false", or when using
1144 "readme.parse_comments: false", detecting and parsing comments inside
1145 the file is disabled and comments are just printed like normal text;
1146 also be aware that all automatic text size calculations are done with
1147 the font defined in "readme.font", while using different fonts using
1148 "# .font: <font>" inside the text file may cause unexpected results
1151 * changed some numerical limits in the level editor from 255 to 999
1154 * added option "system.sdl_videodriver" to select SDL video driver
1155 * added output of SDL video and audio driver to "version info" page
1158 * added group element drawing to IntelliDraw drawing functions
1159 * fixed animation resetting problem again (last try broke Snake Bite)
1160 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1163 * added new (special) "include: <filename>" directive that works in all
1164 configuration files (like "graphicsinfo.conf") and that has the same
1165 effect as if that directive would be replaced with the content of the
1166 specified file (this can be useful to split large configuration files
1167 into several smaller ones and include them from one main file, or to
1168 store configuration settings that always stay the same into a separate
1169 file, while including it and only add those parts that really change)
1172 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1175 * fixed bug in "InitMovingField()" where treating an integer array as
1176 boolean caused wrong resetting of animations while elements are moving
1177 * fixed problem with resetting animations when starting element change
1180 * added sort priority for order of title screens and title messages
1183 * changed end of game again: do not wait for the user to press a key
1184 anymore, but directly ask/confirm tape saving and go to hall of fame
1185 * re-enabled quitting of lost game by pressing space or return again
1186 * added blanking of mouse pointer when displaying title screens
1187 * added remaining menu draw offset definitions for info sub-screens
1190 * added setup option to select game speed (from very slow to very fast)
1191 * improved handling of title text messages (initial and for level set)
1194 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1197 * fixed displaying and typing of player name when it is centered
1198 * added special characters to be allowed for player name (not only A-Z)
1201 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1202 (newer versions of the SDL library seem to not like this anymore)
1205 * added code for configuration directives for control of game panel
1208 * fixed small cosmetical bug with underlining property tabs in editor
1211 * fixed small drawing bug in X11FadeRectangle
1212 * added new elements for newly supported Diamond Caves II levels:
1213 - EM/DC style exits that disappear after passing
1214 - white key and gate (one white key needed for each white gate)
1215 - fake gate (there is no key to open/pass this kind of gate!)
1216 - extended magic wall which also handles pearls and crystals
1220 * changed maximum value for endless loop detection to a higher value
1221 (some levels really used very deep recursion without being endless)
1224 * added new elements for newly supported Diamond Caves II levels:
1225 - growing steel walls
1226 - snappable land mine
1229 * added new elements for newly supported Diamond Caves II levels:
1230 - steel text elements
1233 * added level file loader for native Diamond Caves II levels
1236 * version number set to 3.2.4
1239 * version 3.2.3 released
1242 * fixed malloc/free bug when updating EMC artwork entries in level list
1243 * added workaround (warning and request to quit the current game) when
1244 changing elements cause endless recursion loop (which would otherwise
1245 freeze the game, causing a crash-like program exit on some systems)
1248 * fixed nasty string overflow bug when entering too long envelope text
1251 * added feedback sounds for menu navigation "menu.item.activating" and
1252 "menu.item.selecting" (for highlighting and executing menu entries)
1255 * improved "no scrolling when relocating" to also consider scroll delay
1256 (meaning that the player is not automatically centered in this case;
1257 this makes it possible to "invisibly" relocate the player to a region
1258 of the level playfield which looks the same as the old level region)
1259 * fixed bug with not recognizing "main.input.name.align" when active
1262 * fixed bug with displaying masked borders over title screens when
1263 screen fading is disabled
1266 * fixed infinite loop / crash bug when killing the player while having
1267 a CE with the setting "kill player X when explosion of <player X>"
1268 * added special editor graphic for "char_space" to distinguish it from
1269 "empty_space" when editing a level (in-game graphics still the same)
1272 * fixed nasty bug with initialization only done for the first player
1275 * small change to handle loading empty element/content list micro chunks
1278 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1281 * some optimizations on startup speed by reducing initial text output
1284 * added caching of custom artwork information for faster startup times
1287 * fixed graphical bug when using fewer menu entries on level selection
1288 screen than usual (with "menu.list_size.LEVELS" directive)
1289 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1290 the backbuffer to the backbuffer by error (with identical rectangle)
1293 * fixed bug when displaying titlescreen with size less than element tile
1294 * fixed bug that caused elements with "change when digging <e>" event
1295 to change for _every_ digged element, not only those specified in <e>
1296 * fixed bug that caused impact style collision when dropping element one
1297 tile over the player that can both fall down and smash players
1298 * fixed bug that caused impact style collision when element changed to
1299 falling/smashing element over the player immediately after movement
1302 * fixed bug that allowed making engine snapshots from the level editor
1305 * fixed bugs with player name and current level positions on main screen
1308 * added configuration directives for control of title screens:
1309 - "title.fade_delay" for fading time
1310 - "title.post_delay" for pause between screens (when not crossfading)
1311 - "title.auto_delay" to automatically continue after some time
1312 these settings can each be overridden by specifying them with titles:
1313 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1314 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1315 fading mode can also be specified:
1316 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1317 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1318 default is using normal fading for menues and initial title screens,
1319 while using cross-fading for level set title screens
1320 * fixed bug with background not drawn in Hall of Fame after game was won
1323 * added configuration directives for the remaining main menu items
1326 * added additional configuration directives for info screen draw offset:
1327 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1328 * added additional configuration directives for preview info text
1329 * limited mouse wheel sensitive screen area to scrollable screen area
1332 * added highlighted menu text entries to menu navigation when selected
1335 * fixed bug that prevented player from correctly being created in the
1336 top left corner by a custom element change in a level without player
1337 * fixed bug that prevented player from being killed when indestructible,
1338 non-walkable element is placed on player position by extended change
1339 * added configurable menu button, text and input positions to main menu
1342 * added page fading effects for remaining info sub-screens
1343 * fixed small bug that caused some delays when answering door request
1346 * added directives "border.draw_masked.*" for menu/playfield area and
1347 door areas to display overlapping/masked borders from "global.border"
1350 * fixed bug with CE with move speed "not moving" not being animated
1351 * when changing player artwork by CE action, reset animation frame
1354 * fixed bug with not unmapping main menu screen gadgets on other screens
1355 * fixed bug with un-pausing a paused game by releasing still pressed key
1356 * fixed bug with not redrawing screen when toggling to/from fullscreen
1357 mode while fast reloading tape (without redrawing playfield contents)
1358 * fixed bug with quick-saving tape snapshot despite answering with "no"
1361 * version number set to 3.2.3
1364 * version 3.2.2 released
1367 * fixed bug with redrawing screen in fullscreen mode after quick tape
1368 reloading when using the EMC game engine
1369 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1372 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1375 * added engine snapshot functionality for instant tape reloading (this
1376 only works for the last tape saved using "quick save", and does not
1377 work across program restarts, because it completely works in memory)
1380 * version number set to 3.2.2
1383 * version 3.2.1 released
1386 * fixed nasty bugs with handling error message file on Mac OS X systems
1389 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1392 * fixed bug that caused broken tapes when manually appending to tapes
1393 using the "pause before death" functionality, followed by recording
1394 * added setup option to disable fading of screens for faster testing
1397 * code cleanup of new fading functions
1400 * changed behaviour after solved game -- do not immediately stop engine
1401 * added some more smooth screen fadings (game start, hall of fame etc.)
1404 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1407 * added configurable level preview position, tile size and dimensions
1408 * added configurable game panel value positions (gems, time, score etc.)
1411 * fixed small bug with time displayed incorrectly when collecting CEs
1414 * fixed bug with bumpy scrolling with EM engine in double player mode
1417 * added compatibility code to fix "Snake Bite" style levels that were
1418 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1421 * fixed bug with scrollbars inside editor when using the Windows mouse
1422 enhancement tool "True X-Mouse" (which injects key events to the event
1423 queue to insert selected stuff into the Windows clipboard, which gets
1424 confused with the "Insert" key for jumping to the last editor cascade
1425 block in the element list)
1426 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1427 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1430 * added selection of preferred fullscreen mode to setup / graphics menu
1431 (useful if default mode 800 x 600 does not match screen aspect ratio)
1434 * improved down-scaling of images for better editor and preview graphics
1435 * changed user data directory for Mac OS X from Unix style to new place
1438 * improved level number selection in main menu and player selection in
1439 setup menu (input devices section) by using standard button gadgets
1440 * added support for mouse scroll wheel (caused buggy behaviour before)
1441 * added support for scrolling horizontal scrollbars with mouse wheel by
1442 holding "Shift" key pressed while scrolling the wheel
1443 * added support for single step mouse wheel scrolling by holding "Alt"
1444 key pressed while scrolling the wheel (can be combined with "Shift")
1445 * changed output file "stderr.txt" on Windows platform now always to be
1446 created in the R'n'D sub-directory of the personal documents directory
1447 * added Windows message box to direct to "stderr.txt" after error aborts
1450 * improved general scrollbar handling (when jump-scrolling scrollbars)
1453 * changed scrollbars to always show last line as first after scrolling
1454 (that means jumping n - 1 screen lines instead of n screen lines)
1457 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1458 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1459 * fixed special handling of vertically stacked acid becoming fake acid
1462 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1463 affect multiple instances of the same CE, although this kind of
1464 change condition usually only affects one single custom element
1467 * version number set to 3.2.1
1470 * version 3.2.0 released
1473 * reorganized level editor element list a bit to match engines better
1476 * fixed newly introduced bug with wrongly initializing clipboard element
1479 * fixed bug with displaying visible/invisible level border in editor
1482 * reorganized some elements in the level editor element list
1485 * fixed bug with displaying any player as "yellow" when moving into acid
1486 * fixed bug with displaying running player when player stopped at border
1489 * fixed bug with player exploding when moving into acid
1490 * fixed bug with level settings being reset in editor and when playing
1491 (some compatibility settings being set not only after level loading)
1492 * fixed crash bug when number of custom graphic frames was set to zero
1493 * fixed bug with teleporting player on walkable tile not working anymore
1494 * added partial compatibility support for pre-release-only "CONF" chunk
1495 (to make Alan Bond's "color cycle" demo work again :-) )
1498 * fixed some bugs when displaying title screens from info screen menu
1499 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1502 * changed file major version to 3 to reflect level file format changes
1503 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1506 * added new chunk "NAME" to level file format for level name settings
1507 * added new chunk "NOTE" to level file format for envelope settings
1508 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1509 * updated magic(5) file to recognize changed and new level file chunks
1510 * removed change events "change when CE value/score changes" as unneeded
1513 * changed gravity (which only affects the player) from level property
1514 to player property (only makes a difference in multi-player levels)
1515 * added change events "change when CE value/score changes"
1516 * added change events "change when CE value/score changes of <element>"
1519 * added new chunk "INFO" to level file format for global level settings
1520 * added all element settings from "HEAD" chunk to "CONF" chunk
1521 * added all global level settings from "HEAD" chunk to "INFO" chunk
1524 * changed level file format by adding two new chunks "CUSX" (for custom
1525 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1526 elements, replacing the previous "GRP1" chunk); these new IFF style
1527 chunks use the new and flexible "micro chunks inside chunks" technique
1528 already used with the new "CONF" chunk (for normal element properties)
1529 which makes it possible to easily extend the existing level format
1530 (instead of using fixed-length chunks like before, which are either
1531 too big due to reserved bytes for future use, or too small when those
1532 reserved bytes have all been used and even more data should be stored,
1533 requiring the replacement by new and larger chunks just like it went
1534 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1537 * added credits pages to the "credits" section that were really missing
1538 * added some missing element descriptions to the level editor
1539 * added down position of switchgate switch to the level editor
1540 and allowed the use of both switch positions at the same time
1541 * changed use of "Insert" and "Delete" keys to navigate element list in
1542 level editor to start of previous or next cascading block of elements
1545 * added the possibility to view the title screen to the info screen menu
1546 * fixed some minor bugs with viewing title screens
1549 * fixed bug with title (cross)fading in/out when using fullscreen mode
1552 * fixed bug that forced re-defining of menu settings in local graphics
1553 config file which are already defined in existing base config file
1554 * fixed small bug that caused door sounds playing when music is enabled
1557 * added the possibility to define up to five title screens for each
1558 level set that are displayed after loading using (cross)fading in/out
1559 (this was added to display the various start images of the EMC sets)
1562 * added "CE score gets zero [of]" to custom element trigger conditions
1563 * added setup option to display element token name in level editor
1566 * added compatibility code for Juergen Bonhagen's menu artwork settings
1569 * fixed bug with displaying wrong animation frame 0 after CE changes
1570 * fixed bug with creating invisible elements when light switch is on
1573 * added selection between ECS and AGA graphics for EMC levels to setup
1576 * adjusted font handling for various narrow EMC style fonts
1579 * changed EM engine behaviour back to re-allow initial rolling springs
1582 * fixed handling of over-large selectboxes (less error-prone now)
1583 * fixed bug when creating GE with walkable element under the player
1586 * added use of "Insert" and "Delete" keys to navigate element list in
1587 level editor to start of custom elements or start of group elements
1588 * added virtual elements to access CE value and CE score of elements:
1589 - "CE value of triggering element"
1590 - "CE score of triggering element"
1591 - "CE value of current element"
1592 - "CE score of current element"
1595 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1598 * changed behaviour of network games with internal errors (because of
1599 different client frame counters) from immediately terminating R'n'D
1600 to displaying an error message requester and stopping only the game
1601 (also to prevent impression of crashes under non command-line runs)
1602 * fixed playing network games with the EMC engine (did not work before)
1603 * fixed bug with not scrolling the screen in multi-player mode with the
1604 focus on player 1 when all players are moving in different directions
1605 * fixed bug with keeping pointer to gadget even after its deallocation
1606 * fixed bug with allowing "focus on all players" in network games
1607 * fixed bug with player focus when playing tapes from network games
1610 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1613 * code cleanup for game action control for R'n'D and EMC game engine
1616 * fixed bug in multi-player movement with focus on both players
1617 * added option to control only the focussed player with all input
1620 * added player focus switching to level tape recording and re-playing
1623 * fixed some bugs in player focus switching in EMC and RND game engine
1626 * added special Supaplex animations for Murphy digging and snapping
1627 * added special Supaplex animations for Murphy being bored and sleeping
1630 * added four new yam yams with explicit start direction for EMC engine
1631 * fixed bug in src/libgame/text.c with printing text outside the window
1634 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1637 * added delayed ignition of EM style dynamite when used in R'n'D engine
1638 * added limited movement range to EMC engine when focus on all players
1641 * fixed bug with missing (zero) score values for native Supaplex levels
1644 * added "continuous snapping" (snapping many elements while holding the
1645 snap key pressed, without releasing the snap key after each element)
1646 as a new player setting for more compatibility with the classic games
1649 * finished scrolling for "focus on all players" in EMC graphics engine
1652 * level sets with "levels: 0" are ignored for levels, but not artwork
1653 * fixed bug when scanning empty level group directories (endless loop)
1656 * fixed bug with explosion graphic for player using "Murphy" graphic
1657 * fixed bug with explosion graphic if player leaves explosion in time
1658 * changed some descriptive text in setup menu to use medium-width font
1659 * added key shortcut settings for switching player focus to setup menu
1662 * fixed bug with random value initialization when recording tapes
1663 * fixed bug with playing single player tapes when team mode activated
1666 * fixed little bug when trying to switch to player that does not exist
1669 * added player switching (visual and quick) to R'n'D and EM game engine
1670 * added setup option to select visual or quick in-game player switching
1673 * added use of "Home" and "End" keys to handle element list in editor
1676 * fixed bug with adding score when playing tape with EMC game engine
1677 * added steel wall border for levels using EMC engine without border
1678 * finally fixed delayed scrolling in EMC engine also for small levels
1681 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1684 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1685 * fixed bug when displaying info element without action, but direction
1688 * fixed minor graphical problems with springs smashing and slurping
1689 (when using R'n'D style graphics instead of EMC style graphics)
1692 * added scroll delay (as configured in setup) to EMC graphics engine
1695 * improved screen redraw for EMC graphics engine (faster and smoother)
1696 * when not scrolling, do not redraw the whole playfield if not needed
1699 * added multi-player mode for EMC game engine (with up to four players)
1702 * added android (can clone elements) from EMC engine to R'n'D engine
1705 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1708 * added selectbox for initial player speed to player settings in editor
1711 * version 3.1.2 created that is basically version 3.1.1, but with a
1712 major bug fixed that prevented editing your own private levels
1713 * version 3.1.2 released
1716 * added magic ball (creates elements) from EMC engine to R'n'D engine
1719 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1722 * fixed bug when using "CE can leave behind <trigger element>"
1723 * added new change condition "(after/when) creation of <element>"
1724 * added new change condition "(after/when) digging <element>"
1725 * fixed bug accessing invalid gadget that caused crashes under Windows
1726 * deactivated new possibility for multiple CE changes per frame
1729 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1732 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1733 * fixed bug with not keeping CE value for moving CEs with only action
1734 * changed CE action selectboxes in editor to be only reset when needed
1737 * added option "use artwork from element" for custom player artwork
1738 * added option "use explosion from element" for player explosions
1741 * added cascaded element lists in the level editor
1742 * added persistence for cascaded element lists by "editorcascade.conf"
1743 * added dynamic element list with all elements used in current level
1744 * added possibility for multiple CE changes per frame (experimental)
1747 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1750 * changed "score for each 10 seconds/steps left" to "1 second/step"
1751 * added own score for collecting "extra time" instead of sharing it
1752 * added change events "switched by player" and "player switches <e>"
1753 * added change events "snapped by player" and "player snaps <e>"
1754 * added "set player artwork: <element choice>" to CE action options
1755 * added change event "move of <element>"
1758 * added "set player shield: off / normal / deadly" to CE action options
1759 * added new player option "use level start element" in level editor
1760 to set the correct focus at level start to elements from which the
1761 player is created later (this did not work before for cascaded CE
1762 changes resulting in creation of the player; it is now also possible
1763 to create the player from a yam yam which is smashed at level start)
1766 * added "set player speed: frozen (not moving)" to CE action options
1767 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1770 * added new player option "block snap field" (enabled by default) to
1771 make it possible to show a snapping animation like in Emerald Mine
1774 * added dynamic selectboxes to custom element action settings in editor
1775 * added "CE value" counter for custom elements (instead of "CE count")
1776 * added option to use the last "CE value" after custom element change
1777 * added option to use the "CE value" of other elements in CE actions
1778 * fixed odd behaviour when pressing time orb in levels w/o time limit
1779 * added checkbox "use time orb bug" for older levels that use this bug
1782 * added missing configuration settings for the following elements:
1783 - EL_TIMEGATE_SWITCH (time of open time gate)
1784 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1785 - EL_SHIELD_NORMAL (time of shield duration)
1786 - EL_SHIELD_DEADLY (time of shield duration)
1787 - EL_EXTRA_TIME (time added to level time)
1788 - EL_TIME_ORB_FULL (time added to level time)
1791 * added "wind direction" as a movement pattern for custom elements
1792 * added initial wind direction for balloon / custom elements to editor
1793 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1796 * added parameters for "game of life" and "biomaze" elements to editor
1799 * added level file chunk "CONF" for generic level and element settings
1802 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1805 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1806 * added sound action ".page[1]" to ".page[32]" for each CE change page
1809 * added image config suffix ".clone_from" to copy whole image settings
1810 * fixed bug with invalid ("undefined") CE settings in old level files
1813 * fixed graphical bug with smashing elements falling faster than player
1816 * fixed major bug which prevented private levels from being edited
1817 * fixed bug with precedence of general and special font definitions
1820 * fixed graphical bug with player animation when player moves slowly
1823 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1826 * fixed bug which prevented "global.num_toons: 0" from working
1829 * major code cleanup (removed all these annoying "#if 0" blocks)
1832 * added custom element actions for CE change page in level editor
1835 * fixed music initialization bug in init.c (thanks to David Binderman)
1836 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1837 (this bug must probably be fixed at other places, too)
1840 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1841 (should be '#include <SDL.h>' instead)
1844 * fixed bug which prevented "walkable from no direction" from working
1845 (due to compatibility code overwriting this setting after loading)
1848 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1851 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1852 * version 3.1.1 released
1855 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1856 on 64-bit architecture systems with LP64 data model
1859 * fixed bug with bombs not exploding when hitting the last level line
1860 (introduced after the release of 3.1.0)
1863 * added support for dumping small-sized level sketches from editor
1866 * added recognition of "trigger element" for "change digged element to"
1867 (this is not really what the "trigger element" was made for, but its
1868 use may seem obvious for leaving back digged elements unchanged)
1871 * fixed multiple warnings about failed joystick device initialization
1874 * fixed bug with dynamite dropped on top of just dropped custom element
1875 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1876 dynamite can still be dropped, but drop key must be released before
1879 * fixed bug with wrong start directory when started from file browser
1880 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1883 * fixed bug causing "change when impact" on player not working
1884 * fixed wrong priority of "hitting something" over "hitting <element>"
1885 * fixed wrong priority of "hit by something" over "hit by <element>"
1888 * fixed graphical bug which caused the player (being Murphy) to show
1889 collecting animations although the element was collected by penguin
1892 * fixed two bugs causing wrong door background graphics in system.c
1893 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1896 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1897 * added "no direction" to "walkable/passable from" selectbox options
1900 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1901 * in tape autoplay, not only report broken, but also missing tapes
1904 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1907 * fixed small bug with "linear" animation not working for active lamp
1910 * fixed bug with moving up despite gravity due to "block last field"
1911 * fixed small bug with wrong draw offset when typing name in main menu
1912 * when reading user names from "passwd", ignore data after first comma
1913 * when creating new "levelinfo.conf", only write some selected entries
1916 * fixed displaying "imported from/by" on preview with empty string
1917 * fixed ignoring draw offset for fonts used for level preview texts
1920 * fixed a delay problem with SDL and too many mouse motion events
1921 * added setup option "skip levels" and level skipping functionality
1924 * added move speed "not moving" for non-moving CEs, but with direction
1927 * fixed mapping of obsolete element token names in "editorsetup.conf"
1928 * fixed bug with sound "acid.splashing" treated as a loop sound
1929 * fixed some little sound bugs in native EM engine
1932 * fixed small bug when dragging scrollbars to end positions
1935 * added editor element descriptions written by Aaron Davidson
1938 * improved fallback handling when configured artwork is not available
1939 (now using default artwork instead of exiting when files not found)
1942 * fixed bug on level selection screen when dragging scrollbar
1945 * fixed bug which caused broken tapes when appending to EM engine tapes
1948 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1951 * added code to replace changed artwork config tokens with other tokens
1952 (needed for backwards compatibility, so that older tokens still work)
1955 * added native R'n'D graphics for some new EMC elements in EM engine
1958 * fixed some bugs in the EM engine integration code
1959 * changed EM engine code to allow diagonal movement
1960 * changed EM engine code to allow use of separate snap and drop keys
1963 * fixed some redraw bugs when using EM engine
1966 * fixed bug with not converting RND levels which are set to use native
1967 engine to native level structure when loading
1970 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1973 * version number set to 3.2.0
1976 * level data now reset to defaults after attempt to load invalid file
1979 * added use of "editorsetup.conf" for different level sets
1982 * added auto-detection for various types of Emerald Mine level files
1985 * fixed bug with scrollbars getting too small when list is very large
1988 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1991 * added most level editor configuration gadgets for new EMC elements
1994 * added more element and graphic definitions for new EMC elements
1997 * modified native EM engine to use integrated R'n'D sound system
2000 * added SDL support to graphics functions in native EM engine
2001 (by always using generic libgame interface functions)
2004 * fixed bug in frame synchronization in native EM engine
2007 * added code to convert levels between R'n'D and native EM engine
2010 * new Emerald Mine engine can now play levels selected in main menu
2013 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
2014 (which creates scaled down graphics for level editor and preview);
2015 there's still a memory leak somewhere in the artwork handling code
2016 * added "scale image up" functionality to X11 version of zoom function
2019 * first attempts to integrate new, native Emerald Mine Club engine
2022 * fixed bug in gadget code which caused reset of CEs in level editor
2023 (example: pressing 'b' [grab brush] on CE config page erased values)
2024 (solution: check if gadgets in ClickOnGadget() are really mapped)
2025 * improved level change detection in editor (settings now also checked)
2026 * fixed bug with "can move into acid" and "don't collide with" state
2029 * fixed maze runner style CEs to use the configured move delay value
2032 * added Aaron Davidson's tutorial level set to the "Tutorials" section
2035 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
2036 * fixed the above fix because it broke level set "machine" (*sigh*)
2037 * fixed random element placement in level editor to work as expected
2038 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
2041 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
2044 * fixed bug (missing array boundary check) which caused broken tapes
2045 * fixed bug (when loading level template) which caused broken levels
2046 * fixed bug with new block last field code when using non-yellow player
2049 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
2050 * internal change of how the player blocks the last field when moving
2051 * fixed blocking delay of last field for EM and SP style block delay
2052 * fixed bug where the player had to wait for the usual move delay after
2053 unsuccessfully trying to move, when he directly could move after that
2054 * the last two changes should make original Supaplex level 93 solvable
2055 * improved use of random number generator to make it less predictable
2056 * fixed behaviour of slippery SP elements to let slip left, then right
2059 * fixed bug with wrong door state after trying to quickload empty tape
2060 * fixed waste of static memory usage of the binary, making it smaller
2061 * fixed very little graphical bug in Supaplex explosion
2064 * version number set to 3.1.1
2067 * version 3.1.0 released
2070 * fixed bug with crash when writing user levelinfo.conf the first time
2073 * added option "convert LEVELDIR [NR]" to command line batch commands
2074 * re-converted Supaplex levels to apply latest engine fixes
2075 * changed "use graphic/sound of element" to "use graphic of element"
2076 due to compatibility problems with some levels ("bug machine" etc.)
2079 * fixed bug with CE change replacing player with same or other player
2082 * fixed bug with opaque font in envelope with background graphic when
2083 background graphic is not transparent itself
2086 * added "gravity on" and "gravity off" ports for Supaplex compatibility
2087 * corrected original Supaplex level loading code to use these new ports
2088 * also corrected Supaplex loader to auto-count infotrons if set to zero
2091 * fixed bug with missing initialization of "modified" flag for GEs
2094 * fixed bug that caused endless recursion loop when relocating player
2095 * fixed tape recorder bug in "step mode" when using "pause before end"
2096 * fixed tape recorder bug when changing from "warp forward" mode
2099 * fixed bug with "when touching" for pushed elements at last position
2102 * fixed bug that caused two activated toolbox buttons in level editor
2103 * fixed bug with exploding dynabomb under player due to other explosion
2106 * fixed bug with creating walkable custom element under player (again)
2107 * fixed bug with not copying explosion type when copying CEs in editor
2108 * fixed graphical bug when drawing player in setup menu (input devices)
2109 * fixed graphical bug when the player is pushing an accessible element
2110 * fixed bug with classic switchable elements triggering CE changes
2111 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2112 * fixed crash bug when CE leaves behind the trigger player element
2115 * fixed bug with broken tubes after placing/exploding dynamite in them
2116 * fixed bug with exploding dynamite under player due to other explosion
2117 * fixed bug with not resetting push delay under certain circumstances
2120 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2121 * added network multiplayer code for Windows (thanks to Niko Böhm)
2124 * added option "reachable despite gravity" for gravity movement
2125 * changed gravity movement of most classic walkable and passable
2126 elements back to "not reachable" (for compatibility reasons)
2129 * fixed (removed) "indestructible" / "can explode" dependency in editor
2130 * fixed (removed) "accessible inside" / "protected" dependency
2131 * fixed (removed) "step mode" / "shield time" dependency
2134 * fixed dynabombs exploding now into anything diggable
2135 * fixed Supaplex style gravity movement into buggy base now impossible
2136 * added pressing key "space" as valid action to select menu options
2139 * added "replace when walkable" to relocate player to walkable element
2140 * added "enter"/"leave" event for elements affected by relocation
2141 * fixed "direct"/"indirect" change order also for "when change" event
2142 * fixed graphical bug when pushing things from elements walkable inside
2145 * fixed graphic bug when player is snapping while moving in old levels
2146 * fixed bug when a moving custom element leaves a player element behind
2147 * fixed bug with mole not disappearing when moving into acid pool
2148 * fixed bug with incomplete path setting when using "--basepath" option
2149 * moving CE can now leave walkable elements behind under the player
2150 * when relocating, player can be set on walkable element now
2151 * fixed another gravity movement bug
2154 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2157 * added "collectible" and "removable" to extended replacement types
2158 (where "removable" replaces "diggable" and "collectible" elements)
2159 * added "collectible & throwable" (to throw element to the next field)
2160 * fixed bug with CEs digging elements that are just about to explode
2161 * changed mouse cursor now always being visible when game is paused
2164 * added possibility to push/press accessible elements from a side that
2166 * fixed bug with not setting actual date when appending to tape
2169 * fixed bug with incorrectly initialized custom element editor graphics
2172 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2173 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2176 * fixed bug with destroyed robot wheel still attracting robots forever
2177 * fixed bug with time gate switch deactivating after robot wheel time
2178 (while the time gate itself is not affected by this misbehaviour)
2179 * changed behaviour of BD style amoeba to always get blocked by player
2180 (before it was different when there were non-BD elements in level)
2181 * fixed bug with player destroying indestructable elements with shield
2184 * added option to make growing elements grow into anything diggable
2185 (for the various amoeba types, biomaze and "game of life")
2188 * fixed bug with movable elements not moving after left behind by CEs
2189 * changed gravity movement to anything diggable, not only sand/base
2190 * optionally allowing passing to walkable element, not only empty space
2191 * added option "can pass to walkable element" for players
2192 * finally fixed gravity movement (hopefully)
2195 * fixed bug with movable elements not moving anymore after falling down
2198 * fixed another bug with custom elements digging and leaving elements
2199 * fixed bug with "along left/right side" and automatic start direction
2200 * trigger elements now also displayed when "more custom" deactivated
2201 * fixed bug with clipboard element initialized when loading new level
2202 * added option "drop delay" to set delay before dropping next element
2205 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2208 * added copy and paste functions for custom change pages
2209 * enhanced graphical display and functionality of tape recorder
2210 * fixed bug with custom elements digging and leaving elements
2213 * added move speed faster than "very fast" for custom elements
2214 * fixed bug with 3+3 style explosions and missing border content
2215 * fixed little bug when copying custom elements in the editor
2216 * enhanced custom element changes by more side trigger actions
2219 * added option "no scrolling when relocating" for instant teleporting
2220 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2223 * added trigger element and trigger player to use as target elements
2224 * added copy and paste functions for custom and group elements
2227 * fixed graphical bug when displaying explosion animations
2228 * fixed bug when appending to tapes, resulting in broken tapes
2229 * re-recorded a few tapes broken by fixing gravity checking bug
2232 * "can move into acid" property now for all elements independently
2233 * "can fall into acid" property for player stored in same bitfield now
2234 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2235 * version number set to 3.1.0 (finally!)
2238 * changed tape recording to only record input, not programmed actions
2241 * fixed totally broken (every 8th frame skipped) step-by-step recording
2242 * fixed bug with requester not displayed when quick-loading interrupted
2243 * added option "can fall into acid (with gravity)" for players
2244 * fixed bug with player not falling when snapping down with gravity
2247 * fixed bug which messed up key config when using keypad number keys
2250 * fixed bug which allowed moving upwards even when gravity was active
2251 * fixed bug with missing error handling when dumping levels or tapes
2254 * added different colored editor graphics for Supaplex gravity tubes
2257 * fixed bug that allowed solvable tapes for unsolvable levels
2260 * use unlimited number of droppable elements when "count" set to zero
2261 * added option to use step limit instead of time limit for level
2264 * added player and change page as trigger for custom element change
2267 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2270 * fixed bug with dark yamyam changing to acid when moving over acid
2271 * fixed handling of levels with more than 999 seconds level time
2272 (example: level 76 of "Denmine")
2275 * "spring push bug" reintroduced as configurable element property
2276 * fixed bug with missing properties for "mole"
2277 * fixed bug that showed up when fixing the above "mole" properties bug
2278 * added option "can move into acid" for all movable elements
2279 * fixed graphical bug for elements moving into acid
2280 * changed event handling to handle all pending events before going on
2283 * fixed bug which caused all CE change pages to be ignored which had
2284 the same change event, but used a different element side
2285 (reported by Simon Forsberg)
2287 * fixed bug which caused elements that can move and fall and that are
2288 transported by a conveyor belt to continue moving into that direction
2289 after leaving the conveyor belt, regardless of their own movement
2290 type; only elements which can not move are transported now
2291 (reported by Simon Forsberg)
2293 * fixed bug which could cause an array overflow in RelocatePlayer()
2294 (reported by Niko Böhm)
2296 * changed Emerald Mine style "passable / over" elements to "protected"
2297 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2299 * added new option to select from which side a "walkable/passable"
2300 element can be entered
2303 * added explosion and ignition delay for elements that can explode
2306 * fixed bug which caused player not being protected against enemies
2307 when a CE was "walkable / inside" and was not "indestructible"
2308 * added "walkable/passable" fields to be "protected/unprotected"
2309 against enemies, even if not accessible "inside" but "over/under"
2312 * corrected move pattern to 32 bit and initial move direction to 8 bit
2315 * added second custom element base configuration page
2318 * added some special EMC mappings to Emerald Mine level loader
2319 (also covering previously unknown element in level 0 of "Bondmine 8")
2322 * added option to block last field when player is moving (for Supaplex)
2323 * adjusted push delay of Supaplex elements
2324 * removed delays for envelopes etc. when replaying with maximum speed
2325 * fixed bug when dropping element on a field that just changed to empty
2328 * fixed bug: infotrons can now smash yellow disks
2329 * fixed bug: when gravity active, port above player can now be entered
2330 * removed "one white dot" mouse pointer which irritated some people
2333 * added "choice type" for group element selection
2336 * fixed bug with initial invulnerability of non-yellow player
2339 * added level loader for loading native Supaplex packed levels
2340 (including multi-part levels like the "splvls99" levels)
2343 * fixed bug which allowed creating emeralds by escaping explosions
2346 * custom elements can change (limited) or leave (unlimited) elements
2347 * finally added multiple matches using group elements
2348 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2351 * added new start movement type "previous" for continued CE movement
2352 * added new start movement type "random" for random CE movement start
2355 * added new element "sokoban_field_player" needed for Sokoban levels
2356 (thanks to Ed Booker for pointing this out!)
2359 * added elements that can be digged or left behind by custom elements
2362 * added group elements for multiple matches and random element creation
2365 * fixed some graphical errors displayed in old levels
2368 * fixed wrong double speed movement after passing closing gates
2371 * added level loader for loading native Emerald Mine levels
2374 * changes for "shooting" style CE movement
2377 * Happy New Year! ;-)
2380 * changed default snap/drop keys from left/right Shift to Control keys
2383 * fixed bug with dead player getting reanimated from custom element
2386 * fixed bug with wrong penguin graphics (when entering exit)
2389 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2392 * version number set to 3.0.9
2395 * version 3.0.8 released
2398 * added function checked_free()
2401 * fixed bug with double nut cracking sound
2402 (by eliminating "default element action sound" assignment in init.c)
2405 * fixed crash when no music info files are available
2408 * fixed boring and sleeping sounds
2411 * added "maze runner" and "maze hunter" movement types
2412 * added extended collision conditions for custom elements
2415 * added warnings for undefined token values in artwork config files
2418 * added menu entry for level set information to the info screen
2421 * fixed bug with wrong default impact sound for colored emeralds
2424 * added several sub-screens for the info screen
2425 * menu text now also clickable (not only blue/red sphere left of it)
2428 * added configurable "bored" and "sleeping" animations for the player
2429 * added "awakening" sound for player when waking up after sleeping
2432 * added "copy" and "exchange" functions for custom elements to editor
2435 * added configurable element animations for info screen
2438 * added configurable music credits for info screen
2441 * finally fixed tape recording when player is created from CE change
2444 * added "editorsetup.conf" for editor element list configuration
2447 * added "musicinfo.conf" for menu and level music configuration
2450 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2451 (that only showed up on Linux, but not on Windows systems)
2454 * fixed turning movement of butterflies and fireflies (no frame reset)
2455 * enhanced sniksnak turning movement (two steps instead of only one)
2458 * version number set to 3.0.8
2461 * version 3.0.7 released
2464 * fixed reset of player animation frame when, for example,
2465 walking, digging or collecting share the same animation
2466 * fixed CE with "deadly when touching" exploding when touching amoeba
2469 * fixed tape recording when player is created from CE element change
2472 * introduced "turning..." action graphic for elements with move delay
2473 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2474 * added turning animations for bug, spaceship and sniksnak
2477 * prevent "extended" changed elements from delay change in same frame
2480 * fixed bug when pushing element that can move away to the side
2481 (like pushing falling elements, but now with moving elements)
2484 * finally fixed serious bug in code for delayed element pushing (again)
2487 * unavailable setup options now marked as "n/a" instead of "off"
2488 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2489 to "true", levels are always played with the latest game engine,
2490 which is desired for levels that are imported from other games; all
2491 other levels are played with the engine version stored in level file
2492 (which is normally the engine version the level was created with)
2495 * fixed serious bug in code for delayed element pushing
2496 * fixed little bug in animation frame selection for pushed elements
2497 * speed-up of reading config file for verbose output
2500 * added configuration option for opening and closing Supaplex exit
2501 * added configuration option for moving up/down animation for Murphy
2502 * fixed incorrectly displayed animation for attacking dragon
2503 * fixed bug with not setting initial gravity for each new game
2504 * fixed bug with teleportation of player by custom element change
2505 * fixed bug with player not getting smashed by rock sometimes
2508 * version number set to 3.0.7
2511 * version 3.0.6 released
2514 * added support for MP3 music for SDL version through SMPEG library
2517 * fixed bug when initializing font graphic structure
2518 * fixed bug with animation mode "pingpong" when using only 1 frame
2519 * fixed bug with extended change target introduced in 3.0.5
2520 * fixed bug where passing over moving element doubles player speed
2521 * fixed bug with elements continuing to move into push direction
2522 * fixed bug with duplicated player when dropping bomb with shield on
2523 * added "switching" event for custom elements ("pressing" only once)
2524 * fixed switching bug (resetting flag when not switching but not idle)
2527 * fixed element tokens for certain file elements with ".active" etc.
2530 * version number set to 3.0.6
2533 * version 3.0.5 released
2536 * now four envelope elements available
2537 * font, background, animation and sound for envelope now configurable
2538 * main menu doors opening/closing animation type now configurable
2541 * active/inactive sides configurable for custom element changes
2542 * new movement type "move when pushed" available for custom elements
2545 * fixed bug in multiple config pages loader code that caused crashes
2548 * enhanced (remaining low-resolution) Supaplex graphics
2551 * version number set to 3.0.5
2554 * version 3.0.4 released
2556 2003-09-12 src/tools.c
2557 * fixed bug in custom definition of crumbled element graphics
2559 2003-09-11 src/files.c
2560 * fixed bug in multiple config pages code that caused crashes
2563 * version number set to 3.0.4
2566 * version 3.0.3 released
2569 * added music to Supaplex classic level set
2571 2003-09-07 src/libgame/misc.c
2572 * added support for loading various music formats through SDL_mixer
2574 2003-09-06 (various source files)
2575 * fixed several nasty bugs that may have caused crashes on some systems
2576 * added envelope content which gets displayed when collecting envelope
2577 * added multiple change event pages for custom elements
2579 2003-08-24 src/game.c
2580 * fixed problem with player animation when snapping and moving
2582 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2583 * fixed problem with flickering when drawing toon animations
2585 2003-08-23 src/libgame/sdl.c
2586 * fixed problem with setting mouse cursor in SDL version in fullscreen
2588 2003-08-23 src/game.c
2589 * fixed bug (missing array boundary check) which could crash the game
2592 * version number set to 3.0.3
2595 * version 3.0.2 released
2597 2003-08-21 src/game.c
2598 * fixed bug with creating inaccessible elements at player position
2600 2003-08-20 src/init.c
2601 * fixed bug with not finding current level artwork directory
2603 2003-08-20 src/files.c
2604 * fixed bug with choosing wrong engine version when playing tapes
2605 * fixed bug with messing up custom element properties in 3.0.0 levels
2608 * version number set to 3.0.2
2611 * version 3.0.1 released
2613 2003-08-17 (no source files affected)
2614 * changed all "classic" PCX image files with 16 colors or less to
2615 256 color (8 bit) storage format, because the Allegro game library
2616 cannot handle PCX files with less than 256 colors (contributed
2617 graphics are not affected and might look wrong in the DOS version)
2619 2003-08-16 src/init.c
2620 * fixed bug which (for example) crashed the level editor when defining
2621 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2622 (only set to default) -- invalid graphics now set to default graphic
2624 2003-08-16 src/init.c
2625 * fixed graphical bug of player digging/collecting/snapping element
2626 when no corresponding graphic/animation is defined for this action,
2627 resulting in player being drawn as EL_EMPTY (which should only be
2628 done to elements being collected, but not to the player)
2630 2003-08-16 src/game.c
2631 * fixed small graphical bug of player not totally moving into exit
2633 2003-08-16 src/libgame/setup.c
2634 * fixed bug with wrong MS-DOS 8.3 filename conversion
2636 2003-08-16 src/tools.c
2637 * fixed bug with invisible mouse cursor when pressing ESC while playing
2639 2003-08-16 (various source files)
2640 * added another 128 custom elements (disabled in editor by default)
2642 2003-08-16 src/editor.c
2643 * fixed NULL string bug causing Solaris to crash in sprintf()
2645 2003-08-16 src/screen.c
2646 * fixed drawing over scrollbar on level selection with custom fonts
2648 2003-08-15 src/game.c
2649 * cleanup of simple sounds / loop sounds / music settings
2651 2003-08-08 (various source files)
2652 * added custom element property for dropping collected elements
2654 2003-08-08 src/conf_gfx.c
2655 * fixed bug with missing graphic for active red disk bomb
2657 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2658 * extended variable "level.gravity" to "level.initial_gravity" and
2659 "game.current_gravity" to prevent level setting from being changed
2660 by playing the level (keeping the runtime value after playing)
2662 * fixed graphics bug when digging element that has 'crumbled' graphic
2663 definition, but not 'diggable' graphic definition
2666 * version number set to 3.0.1
2669 * version 3.0.0 released
2672 * various bug fixes; among others:
2673 - fixed bug with pushing spring over empty space
2674 - fixed bug with leaving tube while placing dynamite
2675 - fixed bug with explosion of smashed penguins
2676 - allow Murphy player graphic in levels with non-Supaplex elements
2680 * I have forgotten to document changes for some time
2683 * pre-release version 2.2.0rc1 released
2685 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2686 * Level series artwork now configurable via level series config file.
2687 "levelinfo.conf" may now contain directives "graphics_set",
2688 "sounds_set" and "music_set" to select artwork sets which are
2689 globally defined or which are included into other level series.
2692 * version number set to 2.1.2
2695 * version 2.1.1 released
2697 2002-08-10 src/libgame/system.h
2698 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2699 and keypad enter key -- Macs seem not to distinguish between left
2700 and right modifier keys (both generate scan code for left key). :-(
2702 2002-08-10 src/libgame/sound.c
2703 * Fixed small NetBSD compilation bug.
2704 Thanks to Adam Ciarcinski for the bug report.
2706 2002-08-10 src/libgame/sound.c
2707 * Added support for audio device "/dev/sound/dsp" (devfs).
2708 Thanks to Christoph Bauer for the corresponding report.
2710 2002-08-10 src/libgame/sound.c
2711 * Bug fixed that caused regular crashes under SDL/Windows version.
2712 Mixer_InsertSound(): Always stop music before playing new music,
2713 else "mixer_active_channels" can get fucked up.
2714 Thanks to Keith Peterston for the bug report.
2717 * version number set to 2.1.1
2720 * version 2.1.0 released
2722 2002-05-31 src/libgame/image.c
2723 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2724 and "image" after converting loaded PCX image file to X11 Pixmap.
2725 This really showed up when reloading custom artwork several times.
2727 2002-05-20 src/libgame/sound.c
2728 * added support for 16 bit WAV sound files
2731 * version number set to 2.1.0
2733 2002-04-03 to 2002-05-19 (various source files)
2734 * graphics, sounds and music now fully configurable
2735 * bug fixed that prevented walking through tubes when gravity on
2736 * added support for TrueColor PCX graphics files
2737 * enhanced sound system (especially regarding stereo and loop sounds)
2739 2002-04-02 src/events.c, src/editor.c
2740 * Make Escape key less aggressive when playing or when editing level.
2741 This can be configured as an option in the setup menu. (Default is
2742 "less aggressive" which means "ask user if something can be lost"
2743 when pressing the Escape key.)
2745 2002-04-02 src/screen.c
2746 * Added "graphics setup" screen.
2748 2002-04-01 src/screen.c
2749 * Changed "choose level" setup screen stuff to be more generic (to
2750 make it easier to add more "choose from generic tree" setup screens).
2752 2002-04-01 src/config.c, src/timestamp.h
2753 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2754 automatically gets created by "src/Makefile" and contains an actual
2755 compile-time timestamp to identify development versions of the game).
2757 2002-04-01 src/libgame/misc.c
2758 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2759 for orthogonality. When really needed, this function must be
2760 extended accordingly (analog to "getKeyFromX11KeyName()").
2762 2002-04-01 src/libgame/setup.c
2763 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2764 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2765 (This was needed for custom key setup handling in "src/screens.c".)
2767 2002-03-31 src/tape.c, src/events.c
2768 * Added quick game/tape save/load functions to tape stuff which can be
2769 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2770 loads previously recorded tape and directly goes into recording mode
2771 from the end of the tape (therefore appending to the tape).
2773 2002-03-31 src/tape.c
2774 * Added "index mark" function to tape recorder. When playing or
2775 recording, "eject" button changes to "index" button. Setting index
2776 mark is not yet implemented, but pressing index button when playing
2777 allows very quick advancing to end of tape (when normal playing),
2778 very fast forward mode (when playing with normal fast forward) or
2779 very fast reaching of "pause before end of tape" (when playing with
2780 "pause before end" playing mode).
2782 2002-03-30 src/cartoons.c
2783 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2785 2002-03-30 src/libgame/toons.c
2786 * New libgame source file "toons.c" for the program independant part
2789 2002-03-29 src/screen.c
2790 * Changed setup screen stuff to be more generic (to make it easier
2791 to add more setup screens).
2793 2002-03-29 src/libgame/setup.c
2794 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2795 with level sub-directories are recognized, but also directories
2796 that directly contain level files.
2798 2002-03-29 src/libgame/sound.c
2799 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2800 (This was a bug that showed up only when in mono audio mode.)
2802 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2803 * Changed image loading code to not exit on error, but set error by
2804 using "SetError()" accordingly. Image loading errors must now be
2805 catched by above layers (src/init.c for example).
2807 2002-03-24 src/libgame/misc.c
2808 * New functions "SetError()" and "GetError()" to provide more
2809 flexible error handling.
2811 2002-03-23 src/main.c, src/main.h
2812 * Various changes due to the introduction of the new libgame files
2813 "setup.c" and "joystick.c".
2815 2002-03-23 src/files.c
2816 * Generic parts of "src/files.c" (mainly setup and level directory
2817 stuff) moved to new libgame file "src/libgame/setup.c".
2819 2002-03-23 src/joystick.c
2820 * File "src/joystick.c" moved to libgame source tree, with
2821 correspondig changes.
2823 2002-03-23 src/libgame/system.c, src/libgame/system.h
2824 * Various changes due to the introduction of the new files "setup.c"
2827 2002-03-23 src/libgame/setup.c
2828 * New libgame source file "setup.c" that contains now most setup and
2829 level directory stuff previously handled in "src/files.c".
2831 2002-03-23 src/libgame/joystick.c
2832 * New libgame source file "joystick.c" that contains now all joystick
2833 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2835 2002-03-22 src/screens.c
2836 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2837 (Wrong level series information displayed when entering main group.)
2839 2002-03-22 src/editor.c
2840 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2842 2002-03-22 src/editor.c
2843 * Changed behaviour of "Escape" key in level editor to be more
2844 intuitive: When in "Element Properties" or "Level Info" mode,
2845 return to "Drawing Mode" instead of leaving the level editor.
2847 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2848 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2849 to specify alternative sound and music directories. (The former
2850 shortcut "-s" for "--serveronly" has changed accordingly.)
2852 2002-03-22 src/libgame/gadgets.c
2853 * Added new gadget events for displaying gadget info texts:
2854 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2855 the info text callback function was only called when entering
2856 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2857 was never erased. This can now be done by checking the event type
2858 in the info callback function.
2860 2002-03-21 src/game.c, src/editor.c, src/files.c
2861 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2862 gems (emeralds, diamonds, ...) slipping down from normal wall,
2863 steel wall and growing wall (as in E.M.C. style levels). Although
2864 the behaviour of contributed and private levels wasn't changed (due
2865 to the use of "level.game_version"; see previous entry), editing
2866 those levels will (of course) change the behaviour accordingly.
2868 This change seems a bit too hard after thinking about it, because
2869 the EM style behaviour is not the "expected" behaviour (gems would
2870 normally only slip down from "rounded" walls). Therefore this was
2871 now changed to an element property for gem style elements, with the
2872 default setting "off" (which means: no special EM style behaviour).
2873 To fix older converted levels, this flag is set to "on" for pre-2.0
2874 levels that are neither contributed nor private levels.
2876 2002-03-20 src/files.h
2877 * Corrected settings for "level.game_version" depending of level type.
2878 (Contributed and private levels always get played with game engine
2879 version they were created with, while converted levels always get
2880 played with the most recent version of the game engine, to let new
2881 corrections of the emulation behaviour take effect.)
2883 2002-03-20 src/main.h
2884 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2885 compiling the SDL version on some systems.
2886 Thanks to the several people who pointed this out.
2888 2002-03-20 src/libgame/gadgets.c
2889 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2890 this caused problems especially on PowerPC architecture (although
2891 it is wrong on i386 and other architectures, too)
2893 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2894 * Added support for loading and displaying true-color PCX files.
2896 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2897 * Added command line option "-g" / "--graphics" to specify an
2898 alternative graphics directory.
2901 * Version number set to 2.0.2.
2904 * Version 2.0.1 released.
2906 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2907 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2908 to libgame source files; needed for SDL fullscreen bug workaround
2911 2002-03-18 src/screens.c
2912 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2914 2002-03-18 src/files.c [src/libgame/misc.c]
2915 * Moved some common functions from src/files.c to src/libgame/misc.c.
2917 2002-03-18 src/files.c [src/libgame/misc.c]
2918 * Changed permissions for new directories and saved files (especially
2919 score files) according to suggestions of Debian users and mantainers.
2920 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2922 2002-03-18 src/libgame/misc.c [src/files.c]
2923 * Moved some common functions from src/files.c to src/libgame/misc.c.
2925 2002-03-18 src/libgame/misc.c [src/files.c]
2926 * Changed permissions for new directories and saved files (especially
2927 score files) according to suggestions of Debian users and mantainers.
2928 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2930 2002-03-17 src/files.c
2931 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2932 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2933 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2934 for levels and "TAPE" for tapes). Old "cookie" style format is
2935 still supported for reading. New level and tape files are written
2938 * New IFF chunk "VERS" contains version numbers for file and game
2939 (where "game version" is the version of the program that wrote the
2940 file, and "file version" is a version number to distinguish files
2941 with different format, for example after adding new features).
2943 2002-03-17 src/libgame/sound.c
2944 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2945 even when sound not available.
2946 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2948 2002-03-15 src/screen.c
2949 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2950 (Before, you heard a mixture of the in-game music and the
2951 hall-of-fame music.)
2953 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2954 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2955 /dev/audio (ulaw) based Unix audio interface).
2956 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2958 2002-03-15 src/libgame/sdl.c
2959 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2960 in the currently actual version 1.2.3) by using "standard" screen
2961 resolutions like 800x600 and mapping all input (mouse events) and
2962 output (screen drawing) accordingly.
2964 2002-03-14 src/events.c
2965 * Function "DumpTape()" (files.c) now available by pressing 't' from
2966 main menu (when in DEBUG mode).
2968 2002-03-14 src/game.c
2969 * "GameWon()": When game was won playing a tape, now there is no delay
2970 raising the score and no corresponding sound is played.
2972 2002-03-14 src/files.c
2973 * Changed "LoadTape()" for real chunk support and also adjusted
2974 "SaveTape()" accordingly.
2976 2002-03-14 src/game.c, src/tape.c, src/files.c
2977 * Important changes to tape format: The old tape format stored all
2978 actions with a real effect with a corresponding delay between the
2979 stored actions. This had some major disadvantages (for example,
2980 push delays had to be ignored, pressing a button for some seconds
2981 mutated to several single button presses because of the non-action
2982 delays between two action frames etc.). The new tape format just
2983 stupidly records all device actions and replays them later. I really
2984 don't know why I haven't solved it that way before?! Old-style tapes
2985 (with tape file version less than 2.0) get converted to the new
2986 format on-the-fly when loading and can therefore still be played;
2987 only some minor parts of the old-style tape handling code was needed.
2988 (A perfect conversion is not possible, because there is information
2989 missing about the device actions between two action frames.)
2991 2002-03-14 src/files.c
2992 * New function "DumpTape()" to dump the contents of the current tape
2993 in a human readable format.
2995 2002-03-14 src/game.c
2996 * Small tape bug fixed: When automatically advancing to next level
2997 after a game was won, the tape from the previous level still was
2998 loaded as a tape for the new level.
3000 2002-03-14 src/tape.c
3001 * Small graphical bug fixed: When pressing ""Record" or "Play" on
3002 tape, cartoons did not get completely removed because
3003 StopAnimation() was not called.
3005 2002-03-13 src/files.c
3006 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
3007 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
3008 size even when using 16-bit elements). Added new chunk "CNT2" for
3009 16-bit amoeba content (previously written in 8-bit field in "HEAD"
3010 chunk even when content was 16-bit element). "CNT2" should now be
3011 able to store content for arbitrary elements (up to eight blocks of
3012 3 x 3 element arrays). All "CNT2" elements will always be stored as
3013 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
3015 2002-03-13 src/files.c
3016 * Changed "LoadLevel()" for real chunk support.
3018 2002-03-12 src/game.c
3019 * Fixed problem (introduced after 2.0.0 release) with penguins
3020 not getting killed by enemies
3022 2002-02-28 src/libgame/sound.c
3023 * Fixed small problem with new SDL_Mixer 1.2.1:
3024 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
3025 or it has no effect.
3027 2002-02-24 src/game.c, src/main.h
3028 * Added "player->is_moving"; now "player->last_move_dir" does
3029 not contain any information if the player is just moving at
3031 Before, "player->last_move_dir" was misused for this purpose
3032 for the robot stuff (robots don't kill players when they are
3033 moving). But setting "player->last_move_dir" to MV_NO_MOVING
3034 broke tapes when walking through pipes!
3035 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
3036 in a continuous movement. This fact is ignored for friends and