2 * changed "score for each 10 seconds/steps left" to "1 second/step"
3 * added own score for collecting "extra time" instead of sharing it
6 * added "set player shield: off / normal / deadly" to CE action options
7 * added new player option "use level start element" in level editor
8 to set the correct focus at level start to elements from which the
9 player is created later (this did not work before for cascaded CE
10 changes resulting in creation of the player; it is now also possible
11 to create the player from a yam yam which is smashed at level start)
14 * added "set player speed: frozen (not moving)" to CE action options
15 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
18 * added new player option "block snap field" (enabled by default) to
19 make it possible to show a snapping animation like in Emerald Mine
22 * added dynamic checkboxes to custom element action settings in editor
23 * added "CE value" counter for custom elements (instead of "CE count")
24 * added option to use the last "CE value" after custom element change
25 * added option to use the "CE value" of other elements in CE actions
26 * fixed odd behaviour when pressing time orb in levels w/o time limit
27 * added checkbox "use time orb bug" for older levels that use this bug
30 * added missing configuration settings for the following elements:
31 - EL_TIMEGATE_SWITCH (time of open time gate)
32 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
33 - EL_SHIELD_NORMAL (time of shield duration)
34 - EL_SHIELD_DEADLY (time of shield duration)
35 - EL_EXTRA_TIME (time added to level time)
36 - EL_TIME_ORB_FULL (time added to level time)
39 * added "wind direction" as a movement pattern for custom elements
40 * added initial wind direction for balloon / custom elements to editor
41 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
44 * added parameters for "game of life" and "biomaze" elements to editor
47 * added level file chunk "CONF" for generic level and element settings
50 * uploaded pre-release (test) version 3.2.0-4 binary and source code
53 * skip empty level sets (with "levels: 0"; may be artwork base sets)
54 * added sound action ".page[1]" to ".page[32]" for each CE change page
57 * added image config suffix ".clone_from" to copy whole image settings
58 * fixed bug with invalid ("undefined") CE settings in old level files
61 * fixed graphical bug with smashing elements falling faster than player
64 * fixed major bug which prevented private levels from being edited
65 * fixed bug with precedence of general and special font definitions
68 * fixed graphical bug with player animation when player moves slowly
71 * uploaded pre-release (test) version 3.2.0-3 binary and source code
74 * fixed bug which prevented "global.num_toons: 0" from working
77 * major code cleanup (removed all these annoying "#if 0" blocks)
80 * added custom element actions for CE change page in level editor
83 * fixed music initialization bug in init.c (thanks to David Binderman)
84 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
85 (this bug must probably be fixed at other places, too)
88 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
89 (should be '#include <SDL.h>' instead)
92 * fixed bug which prevented "walkable from no direction" from working
93 (due to compatibility code overwriting this setting after loading)
96 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
99 * version number temporarily set to 3.1.1 (intermediate bugfix release)
100 * version 3.1.1 released
103 * changed some va_arg() arguments from 'long' to 'int', fixing problems
104 on 64-bit architecture systems with LP64 data model
107 * fixed bug with bombs not exploding when hitting the last level line
108 (introduced after the release of 3.1.0)
111 * added support for dumping small-sized level sketches from editor
114 * added recognition of "trigger element" for "change digged element to"
115 (this is not really what the "trigger element" was made for, but its
116 use may seem obvious for leaving back digged elements unchanged)
119 * fixed multiple warnings about failed joystick device initialization
122 * fixed bug with dynamite dropped on top of just dropped custom element
123 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
124 dynamite can still be dropped, but drop key must be released before
127 * fixed bug with wrong start directory when started from file browser
128 (due to this bug, R'n'D could not be started from KDE's Konqueror)
131 * fixed bug causing "change when impact" on player not working
132 * fixed wrong priority of "hitting something" over "hitting <element>"
133 * fixed wrong priority of "hit by something" over "hit by <element>"
136 * fixed graphical bug which caused the player (being Murphy) to show
137 collecting animations although the element was collected by penguin
140 * fixed two bugs causing wrong door background graphics in system.c
141 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
144 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
145 * added "no direction" to "walkable/passable from" selectbox options
148 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
149 * in tape autoplay, not only report broken, but also missing tapes
152 * uploaded pre-release (test) version 3.2.0-2 binary and source code
155 * fixed small bug with "linear" animation not working for active lamp
158 * fixed bug with moving up despite gravity due to "block last field"
159 * fixed small bug with wrong draw offset when typing name in main menu
160 * when reading user names from "passwd", ignore data after first comma
161 * when creating new "levelinfo.conf", only write some selected entries
164 * fixed displaying "imported from/by" on preview with empty string
165 * fixed ignoring draw offset for fonts used for level preview texts
168 * fixed a delay problem with SDL and too many mouse motion events
169 * added setup option "skip levels" and level skipping functionality
172 * added move speed "not moving" for non-moving CEs, but with direction
175 * fixed mapping of obsolete element token names in "editorsetup.conf"
176 * fixed bug with sound "acid.splashing" treated as a loop sound
177 * fixed some little sound bugs in native EM engine
180 * fixed small bug when dragging scrollbars to end positions
183 * added editor element descriptions written by Aaron Davidson
186 * improved fallback handling when configured artwork is not available
187 (now using default artwork instead of exiting when files not found)
190 * fixed bug on level selection screen when dragging scrollbar
193 * fixed bug which caused broken tapes when appending to EM engine tapes
196 * uploaded pre-release (test) version 3.2.0-1 binary and source code
199 * added code to replace changed artwork config tokens with other tokens
200 (needed for backwards compatibility, so that older tokens still work)
203 * added native R'n'D graphics for some new EMC elements in EM engine
206 * fixed some bugs in the EM engine integration code
207 * changed EM engine code to allow diagonal movement
208 * changed EM engine code to allow use of separate snap and drop keys
211 * fixed some redraw bugs when using EM engine
214 * fixed bug with not converting RND levels which are set to use native
215 engine to native level structure when loading
218 * uploaded pre-release (test) version 3.2.0-0 binary and source code
221 * version number set to 3.2.0
224 * level data now reset to defaults after attempt to load invalid file
227 * added use of "editorsetup.conf" for different level sets
230 * added auto-detection for various types of Emerald Mine level files
233 * fixed bug with scrollbars getting too small when list is very large
236 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
239 * added most level editor configuration gadgets for new EMC elements
242 * added more element and graphic definitions for new EMC elements
245 * modified native EM engine to use integrated R'n'D sound system
248 * added SDL support to graphics functions in native EM engine
249 (by always using generic libgame interface functions)
252 * fixed bug in frame synchronization in native EM engine
255 * added code to convert levels between R'n'D and native EM engine
258 * new Emerald Mine engine can now play levels selected in main menu
261 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
262 (which creates scaled down graphics for level editor and preview);
263 there's still a memory leak somewhere in the artwork handling code
264 * added "scale image up" functionality to X11 version of zoom function
267 * first attempts to integrate new, native Emerald Mine Club engine
270 * fixed bug in gadget code which caused reset of CEs in level editor
271 (example: pressing 'b' [grab brush] on CE config page erased values)
272 (solution: check if gadgets in ClickOnGadget() are really mapped)
273 * improved level change detection in editor (settings now also checked)
274 * fixed bug with "can move into acid" and "don't collide with" state
277 * fixed maze runner style CEs to use the configured move delay value
280 * added Aaron Davidson's tutorial level set to the "Tutorials" section
283 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
284 * fixed the above fix because it broke level set "machine" (*sigh*)
285 * fixed random element placement in level editor to work as expected
286 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
289 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
292 * fixed bug (missing array boundary check) which caused broken tapes
293 * fixed bug (when loading level template) which caused broken levels
294 * fixed bug with new block last field code when using non-yellow player
297 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
298 * internal change of how the player blocks the last field when moving
299 * fixed blocking delay of last field for EM and SP style block delay
300 * fixed bug where the player had to wait for the usual move delay after
301 unsuccessfully trying to move, when he directly could move after that
302 * the last two changes should make original Supaplex level 93 solvable
303 * improved use of random number generator to make it less predictable
304 * fixed behaviour of slippery SP elements to let slip left, then right
307 * fixed bug with wrong door state after trying to quickload empty tape
308 * fixed waste of static memory usage of the binary, making it smaller
309 * fixed very little graphical bug in Supaplex explosion
312 * version number set to 3.1.1
315 * version 3.1.0 released
318 * fixed bug with crash when writing user levelinfo.conf the first time
321 * added option "convert LEVELDIR [NR]" to command line batch commands
322 * re-converted Supaplex levels to apply latest engine fixes
323 * changed "use graphic/sound of element" to "use graphic of element"
324 due to compatibility problems with some levels ("bug machine" etc.)
327 * fixed bug with CE change replacing player with same or other player
330 * fixed bug with opaque font in envelope with background graphic when
331 background graphic is not transparent itself
334 * added "gravity on" and "gravity off" ports for Supaplex compatibility
335 * corrected original Supaplex level loading code to use these new ports
336 * also corrected Supaplex loader to auto-count infotrons if set to zero
339 * fixed bug with missing initialization of "modified" flag for GEs
342 * fixed bug that caused endless recursion loop when relocating player
343 * fixed tape recorder bug in "step mode" when using "pause before end"
344 * fixed tape recorder bug when changing from "warp forward" mode
347 * fixed bug with "when touching" for pushed elements at last position
350 * fixed bug that caused two activated toolbox buttons in level editor
351 * fixed bug with exploding dynabomb under player due to other explosion
354 * fixed bug with creating walkable custom element under player (again)
355 * fixed bug with not copying explosion type when copying CEs in editor
356 * fixed graphical bug when drawing player in setup menu (input devices)
357 * fixed graphical bug when the player is pushing an accessible element
358 * fixed bug with classic switchable elements triggering CE changes
359 * fixed bug with entering/leaving walkable element in RelocatePlayer()
360 * fixed crash bug when CE leaves behind the trigger player element
363 * fixed bug with broken tubes after placing/exploding dynamite in them
364 * fixed bug with exploding dynamite under player due to other explosion
365 * fixed bug with not resetting push delay under certain circumstances
368 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
369 * added network multiplayer code for Windows (thanks to Niko Böhm)
372 * added option "reachable despite gravity" for gravity movement
373 * changed gravity movement of most classic walkable and passable
374 elements back to "not reachable" (for compatibility reasons)
377 * fixed (removed) "indestructible" / "can explode" dependency in editor
378 * fixed (removed) "accessible inside" / "protected" dependency
379 * fixed (removed) "step mode" / "shield time" dependency
382 * fixed dynabombs exploding now into anything diggable
383 * fixed Supaplex style gravity movement into buggy base now impossible
384 * added pressing key "space" as valid action to select menu options
387 * added "replace when walkable" to relocate player to walkable element
388 * added "enter"/"leave" event for elements affected by relocation
389 * fixed "direct"/"indirect" change order also for "when change" event
390 * fixed graphical bug when pushing things from elements walkable inside
393 * fixed graphic bug when player is snapping while moving in old levels
394 * fixed bug when a moving custom element leaves a player element behind
395 * fixed bug with mole not disappearing when moving into acid pool
396 * fixed bug with incomplete path setting when using "--basepath" option
397 * moving CE can now leave walkable elements behind under the player
398 * when relocating, player can be set on walkable element now
399 * fixed another gravity movement bug
402 * uploaded pre-release (test) version 3.1.0-2 binary and source code
405 * added "collectible" and "removable" to extended replacement types
406 (where "removable" replaces "diggable" and "collectible" elements)
407 * added "collectible & throwable" (to throw element to the next field)
408 * fixed bug with CEs digging elements that are just about to explode
409 * changed mouse cursor now always being visible when game is paused
412 * added possibility to push/press accessible elements from a side that
414 * fixed bug with not setting actual date when appending to tape
417 * fixed bug with incorrectly initialized custom element editor graphics
420 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
421 - number of levels corrected from 18 to 17 in "levelinfo.conf"
424 * fixed bug with destroyed robot wheel still attracting robots forever
425 * fixed bug with time gate switch deactivating after robot wheel time
426 (while the time gate itself is not affected by this misbehaviour)
427 * changed behaviour of BD style amoeba to always get blocked by player
428 (before it was different when there were non-BD elements in level)
429 * fixed bug with player destroying indestructable elements with shield
432 * added option to make growing elements grow into anything diggable
433 (for the various amoeba types, biomaze and "game of life")
436 * fixed bug with movable elements not moving after left behind by CEs
437 * changed gravity movement to anything diggable, not only sand/base
438 * optionally allowing passing to walkable element, not only empty space
439 * added option "can pass to walkable element" for players
440 * finally fixed gravity movement (hopefully)
443 * fixed bug with movable elements not moving anymore after falling down
446 * fixed another bug with custom elements digging and leaving elements
447 * fixed bug with "along left/right side" and automatic start direction
448 * trigger elements now also displayed when "more custom" deactivated
449 * fixed bug with clipboard element initialized when loading new level
450 * added option "drop delay" to set delay before dropping next element
453 * uploaded pre-release (test) version 3.1.0-1 binary and source code
456 * added copy and paste functions for custom change pages
457 * enhanced graphical display and functionality of tape recorder
458 * fixed bug with custom elements digging and leaving elements
461 * added move speed faster than "very fast" for custom elements
462 * fixed bug with 3+3 style explosions and missing border content
463 * fixed little bug when copying custom elements in the editor
464 * enhanced custom element changes by more side trigger actions
467 * added option "no scrolling when relocating" for instant teleporting
468 * uploaded pre-release (test) version 3.1.0-0 binary and source code
471 * added trigger element and trigger player to use as target elements
472 * added copy and paste functions for custom and group elements
475 * fixed graphical bug when displaying explosion animations
476 * fixed bug when appending to tapes, resulting in broken tapes
477 * re-recorded a few tapes broken by fixing gravity checking bug
480 * "can move into acid" property now for all elements independently
481 * "can fall into acid" property for player stored in same bitfield now
482 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
483 * version number set to 3.1.0 (finally!)
486 * changed tape recording to only record input, not programmed actions
489 * fixed totally broken (every 8th frame skipped) step-by-step recording
490 * fixed bug with requester not displayed when quick-loading interrupted
491 * added option "can fall into acid (with gravity)" for players
492 * fixed bug with player not falling when snapping down with gravity
495 * fixed bug which messed up key config when using keypad number keys
498 * fixed bug which allowed moving upwards even when gravity was active
499 * fixed bug with missing error handling when dumping levels or tapes
502 * added different colored editor graphics for Supaplex gravity tubes
505 * fixed bug that allowed solvable tapes for unsolvable levels
508 * use unlimited number of droppable elements when "count" set to zero
509 * added option to use step limit instead of time limit for level
512 * added player and change page as trigger for custom element change
515 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
518 * fixed bug with dark yamyam changing to acid when moving over acid
519 * fixed handling of levels with more than 999 seconds level time
520 (example: level 76 of "Denmine")
523 * "spring push bug" reintroduced as configurable element property
524 * fixed bug with missing properties for "mole"
525 * fixed bug that showed up when fixing the above "mole" properties bug
526 * added option "can move into acid" for all movable elements
527 * fixed graphical bug for elements moving into acid
528 * changed event handling to handle all pending events before going on
531 * fixed bug which caused all CE change pages to be ignored which had
532 the same change event, but used a different element side
533 (reported by Simon Forsberg)
535 * fixed bug which caused elements that can move and fall and that are
536 transported by a conveyor belt to continue moving into that direction
537 after leaving the conveyor belt, regardless of their own movement
538 type; only elements which can not move are transported now
539 (reported by Simon Forsberg)
541 * fixed bug which could cause an array overflow in RelocatePlayer()
542 (reported by Niko Böhm)
544 * changed Emerald Mine style "passable / over" elements to "protected"
545 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
547 * added new option to select from which side a "walkable/passable"
548 element can be entered
551 * added explosion and ignition delay for elements that can explode
554 * fixed bug which caused player not being protected against enemies
555 when a CE was "walkable / inside" and was not "indestructible"
556 * added "walkable/passable" fields to be "protected/unprotected"
557 against enemies, even if not accessible "inside" but "over/under"
560 * corrected move pattern to 32 bit and initial move direction to 8 bit
563 * added second custom element base configuration page
566 * added some special EMC mappings to Emerald Mine level loader
567 (also covering previously unknown element in level 0 of "Bondmine 8")
570 * added option to block last field when player is moving (for Supaplex)
571 * adjusted push delay of Supaplex elements
572 * removed delays for envelopes etc. when replaying with maximum speed
573 * fixed bug when dropping element on a field that just changed to empty
576 * fixed bug: infotrons can now smash yellow disks
577 * fixed bug: when gravity active, port above player can now be entered
578 * removed "one white dot" mouse pointer which irritated some people
581 * added "choice type" for group element selection
584 * fixed bug with initial invulnerability of non-yellow player
587 * added level loader for loading native Supaplex packed levels
588 (including multi-part levels like the "splvls99" levels)
591 * fixed bug which allowed creating emeralds by escaping explosions
594 * custom elements can change (limited) or leave (unlimited) elements
595 * finally added multiple matches using group elements
596 * added shortcut to dump brush (type ":DB" in editor) for use in forum
599 * added new start movement type "previous" for continued CE movement
600 * added new start movement type "random" for random CE movement start
603 * added new element "sokoban_field_player" needed for Sokoban levels
604 (thanks to Ed Booker for pointing this out!)
607 * added elements that can be digged or left behind by custom elements
610 * added group elements for multiple matches and random element creation
613 * fixed some graphical errors displayed in old levels
616 * fixed wrong double speed movement after passing closing gates
619 * added level loader for loading native Emerald Mine levels
622 * changes for "shooting" style CE movement
625 * Happy New Year! ;-)
628 * changed default snap/drop keys from left/right Shift to Control keys
631 * fixed bug with dead player getting reanimated from custom element
634 * fixed bug with wrong penguin graphics (when entering exit)
637 * fixed bug with wrong "Murphy" graphics (when digging etc.)
640 * version number set to 3.0.9
643 * version 3.0.8 released
646 * added function checked_free()
649 * fixed bug with double nut cracking sound
650 (by eliminating "default element action sound" assignment in init.c)
653 * fixed crash when no music info files are available
656 * fixed boring and sleeping sounds
659 * added "maze runner" and "maze hunter" movement types
660 * added extended collision conditions for custom elements
663 * added warnings for undefined token values in artwork config files
666 * added menu entry for level set information to the info screen
669 * fixed bug with wrong default impact sound for colored emeralds
672 * added several sub-screens for the info screen
673 * menu text now also clickable (not only blue/red sphere left of it)
676 * added configurable "bored" and "sleeping" animations for the player
677 * added "awakening" sound for player when waking up after sleeping
680 * added "copy" and "exchange" functions for custom elements to editor
683 * added configurable element animations for info screen
686 * added configurable music credits for info screen
689 * finally fixed tape recording when player is created from CE change
692 * added "editorsetup.conf" for editor element list configuration
695 * added "musicinfo.conf" for menu and level music configuration
698 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
699 (that only showed up on Linux, but not on Windows systems)
702 * fixed turning movement of butterflies and fireflies (no frame reset)
703 * enhanced sniksnak turning movement (two steps instead of only one)
706 * version number set to 3.0.8
709 * version 3.0.7 released
712 * fixed reset of player animation frame when, for example,
713 walking, digging or collecting share the same animation
714 * fixed CE with "deadly when touching" exploding when touching amoeba
717 * fixed tape recording when player is created from CE element change
720 * introduced "turning..." action graphic for elements with move delay
721 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
722 * added turning animations for bug, spaceship and sniksnak
725 * prevent "extended" changed elements from delay change in same frame
728 * fixed bug when pushing element that can move away to the side
729 (like pushing falling elements, but now with moving elements)
732 * finally fixed serious bug in code for delayed element pushing (again)
735 * unavailable setup options now marked as "n/a" instead of "off"
736 * new boolean directive "latest_engine" for "levelinfo.conf": when set
737 to "true", levels are always played with the latest game engine,
738 which is desired for levels that are imported from other games; all
739 other levels are played with the engine version stored in level file
740 (which is normally the engine version the level was created with)
743 * fixed serious bug in code for delayed element pushing
744 * fixed little bug in animation frame selection for pushed elements
745 * speed-up of reading config file for verbose output
748 * added configuration option for opening and closing Supaplex exit
749 * added configuration option for moving up/down animation for Murphy
750 * fixed incorrectly displayed animation for attacking dragon
751 * fixed bug with not setting initial gravity for each new game
752 * fixed bug with teleportation of player by custom element change
753 * fixed bug with player not getting smashed by rock sometimes
756 * version number set to 3.0.7
759 * version 3.0.6 released
762 * added support for MP3 music for SDL version through SMPEG library
765 * fixed bug when initializing font graphic structure
766 * fixed bug with animation mode "pingpong" when using only 1 frame
767 * fixed bug with extended change target introduced in 3.0.5
768 * fixed bug where passing over moving element doubles player speed
769 * fixed bug with elements continuing to move into push direction
770 * fixed bug with duplicated player when dropping bomb with shield on
771 * added "switching" event for custom elements ("pressing" only once)
772 * fixed switching bug (resetting flag when not switching but not idle)
775 * fixed element tokens for certain file elements with ".active" etc.
778 * version number set to 3.0.6
781 * version 3.0.5 released
784 * now four envelope elements available
785 * font, background, animation and sound for envelope now configurable
786 * main menu doors opening/closing animation type now configurable
789 * active/inactive sides configurable for custom element changes
790 * new movement type "move when pushed" available for custom elements
793 * fixed bug in multiple config pages loader code that caused crashes
796 * enhanced (remaining low-resolution) Supaplex graphics
799 * version number set to 3.0.5
802 * version 3.0.4 released
804 2003-09-12 src/tools.c
805 * fixed bug in custom definition of crumbled element graphics
807 2003-09-11 src/files.c
808 * fixed bug in multiple config pages code that caused crashes
811 * version number set to 3.0.4
814 * version 3.0.3 released
817 * added music to Supaplex classic level set
819 2003-09-07 src/libgame/misc.c
820 * added support for loading various music formats through SDL_mixer
822 2003-09-06 (various source files)
823 * fixed several nasty bugs that may have caused crashes on some systems
824 * added envelope content which gets displayed when collecting envelope
825 * added multiple change event pages for custom elements
827 2003-08-24 src/game.c
828 * fixed problem with player animation when snapping and moving
830 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
831 * fixed problem with flickering when drawing toon animations
833 2003-08-23 src/libgame/sdl.c
834 * fixed problem with setting mouse cursor in SDL version in fullscreen
836 2003-08-23 src/game.c
837 * fixed bug (missing array boundary check) which could crash the game
840 * version number set to 3.0.3
843 * version 3.0.2 released
845 2003-08-21 src/game.c
846 * fixed bug with creating inaccessible elements at player position
848 2003-08-20 src/init.c
849 * fixed bug with not finding current level artwork directory
851 2003-08-20 src/files.c
852 * fixed bug with choosing wrong engine version when playing tapes
853 * fixed bug with messing up custom element properties in 3.0.0 levels
856 * version number set to 3.0.2
859 * version 3.0.1 released
861 2003-08-17 (no source files affected)
862 * changed all "classic" PCX image files with 16 colors or less to
863 256 color (8 bit) storage format, because the Allegro game library
864 cannot handle PCX files with less than 256 colors (contributed
865 graphics are not affected and might look wrong in the DOS version)
867 2003-08-16 src/init.c
868 * fixed bug which (for example) crashed the level editor when defining
869 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
870 (only set to default) -- invalid graphics now set to default graphic
872 2003-08-16 src/init.c
873 * fixed graphical bug of player digging/collecting/snapping element
874 when no corresponding graphic/animation is defined for this action,
875 resulting in player being drawn as EL_EMPTY (which should only be
876 done to elements being collected, but not to the player)
878 2003-08-16 src/game.c
879 * fixed small graphical bug of player not totally moving into exit
881 2003-08-16 src/libgame/setup.c
882 * fixed bug with wrong MS-DOS 8.3 filename conversion
884 2003-08-16 src/tools.c
885 * fixed bug with invisible mouse cursor when pressing ESC while playing
887 2003-08-16 (various source files)
888 * added another 128 custom elements (disabled in editor by default)
890 2003-08-16 src/editor.c
891 * fixed NULL string bug causing Solaris to crash in sprintf()
893 2003-08-16 src/screen.c
894 * fixed drawing over scrollbar on level selection with custom fonts
896 2003-08-15 src/game.c
897 * cleanup of simple sounds / loop sounds / music settings
899 2003-08-08 (various source files)
900 * added custom element property for dropping collected elements
902 2003-08-08 src/conf_gfx.c
903 * fixed bug with missing graphic for active red disk bomb
905 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
906 * extended variable "level.gravity" to "level.initial_gravity" and
907 "game.current_gravity" to prevent level setting from being changed
908 by playing the level (keeping the runtime value after playing)
910 * fixed graphics bug when digging element that has 'crumbled' graphic
911 definition, but not 'diggable' graphic definition
914 * version number set to 3.0.1
917 * version 3.0.0 released
920 * various bug fixes; among others:
921 - fixed bug with pushing spring over empty space
922 - fixed bug with leaving tube while placing dynamite
923 - fixed bug with explosion of smashed penguins
924 - allow Murphy player graphic in levels with non-Supaplex elements
928 * I have forgotten to document changes for some time
931 * pre-release version 2.2.0rc1 released
934 * version number set to 2.1.2
937 * version 2.1.1 released
940 * version number set to 2.1.1
943 * version 2.1.0 released
946 * version number set to 2.1.0
948 2002-04-03 to 2002-05-19 (various source files)
949 * graphics, sounds and music now fully configurable
950 * bug fixed that prevented walking through tubes when gravity on
952 2002-04-02 src/events.c, src/editor.c
953 * Make Escape key less aggressive when playing or when editing level.
954 This can be configured as an option in the setup menu. (Default is
955 "less aggressive" which means "ask user if something can be lost"
956 when pressing the Escape key.)
958 2002-04-02 src/screen.c
959 * Added "graphics setup" screen.
961 2002-04-01 src/screen.c
962 * Changed "choose level" setup screen stuff to be more generic (to
963 make it easier to add more "choose from generic tree" setup screens).
965 2002-04-01 src/config.c, src/timestamp.h
966 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
967 automatically gets created by "src/Makefile" and contains an actual
968 compile-time timestamp to identify development versions of the game).
970 2002-03-31 src/tape.c, src/events.c
971 * Added quick game/tape save/load functions to tape stuff which can be
972 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
973 loads previously recorded tape and directly goes into recording mode
974 from the end of the tape (therefore appending to the tape).
976 2002-03-31 src/tape.c
977 * Added "index mark" function to tape recorder. When playing or
978 recording, "eject" button changes to "index" button. Setting index
979 mark is not yet implemented, but pressing index button when playing
980 allows very quick advancing to end of tape (when normal playing),
981 very fast forward mode (when playing with normal fast forward) or
982 very fast reaching of "pause before end of tape" (when playing with
983 "pause before end" playing mode).
985 2002-03-30 src/cartoons.c
986 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
988 2002-03-29 src/screen.c
989 * Changed setup screen stuff to be more generic (to make it easier
990 to add more setup screens).
992 2002-03-23 src/main.c, src/main.h
993 * Various changes due to the introduction of the new libgame files
994 "setup.c" and "joystick.c".
996 2002-03-23 src/files.c
997 * Generic parts of "src/files.c" (mainly setup and level directory
998 stuff) moved to new libgame file "src/libgame/setup.c".
1000 2002-03-23 src/joystick.c
1001 * File "src/joystick.c" moved to libgame source tree, with
1002 correspondig changes.
1004 2002-03-22 src/screens.c
1005 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1006 (Wrong level series information displayed when entering main group.)
1008 2002-03-22 src/editor.c
1009 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1011 2002-03-22 src/editor.c
1012 * Changed behaviour of "Escape" key in level editor to be more
1013 intuitive: When in "Element Properties" or "Level Info" mode,
1014 return to "Drawing Mode" instead of leaving the level editor.
1016 2002-03-21 src/game.c, src/editor.c, src/files.c
1017 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1018 gems (emeralds, diamonds, ...) slipping down from normal wall,
1019 steel wall and growing wall (as in E.M.C. style levels). Although
1020 the behaviour of contributed and private levels wasn't changed (due
1021 to the use of "level.game_version"; see previous entry), editing
1022 those levels will (of course) change the behaviour accordingly.
1024 This change seems a bit too hard after thinking about it, because
1025 the EM style behaviour is not the "expected" behaviour (gems would
1026 normally only slip down from "rounded" walls). Therefore this was
1027 now changed to an element property for gem style elements, with the
1028 default setting "off" (which means: no special EM style behaviour).
1029 To fix older converted levels, this flag is set to "on" for pre-2.0
1030 levels that are neither contributed nor private levels.
1032 2002-03-20 src/files.h
1033 * Corrected settings for "level.game_version" depending of level type.
1034 (Contributed and private levels always get played with game engine
1035 version they were created with, while converted levels always get
1036 played with the most recent version of the game engine, to let new
1037 corrections of the emulation behaviour take effect.)
1039 2002-03-20 src/main.h
1040 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1041 compiling the SDL version on some systems.
1042 Thanks to the several people who pointed this out.
1045 * Version number set to 2.0.2.
1048 * Version 2.0.1 released.
1050 2002-03-18 src/screens.c
1051 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1053 2002-03-18 src/files.c [src/libgame/misc.c]
1054 * Moved some common functions from src/files.c to src/libgame/misc.c.
1056 2002-03-18 src/files.c [src/libgame/misc.c]
1057 * Changed permissions for new directories and saved files (especially
1058 score files) according to suggestions of Debian users and mantainers.
1059 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1061 2002-03-17 src/files.c
1062 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1063 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1064 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1065 for levels and "TAPE" for tapes). Old "cookie" style format is
1066 still supported for reading. New level and tape files are written
1069 * New IFF chunk "VERS" contains version numbers for file and game
1070 (where "game version" is the version of the program that wrote the
1071 file, and "file version" is a version number to distinguish files
1072 with different format, for example after adding new features).
1074 2002-03-15 src/screen.c
1075 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1076 (Before, you heard a mixture of the in-game music and the
1077 hall-of-fame music.)
1079 2002-03-14 src/events.c
1080 * Function "DumpTape()" (files.c) now available by pressing 't' from
1081 main menu (when in DEBUG mode).
1083 2002-03-14 src/game.c
1084 * "GameWon()": When game was won playing a tape, now there is no delay
1085 raising the score and no corresponding sound is played.
1087 2002-03-14 src/files.c
1088 * Changed "LoadTape()" for real chunk support and also adjusted
1089 "SaveTape()" accordingly.
1091 2002-03-14 src/game.c, src/tape.c, src/files.c
1092 * Important changes to tape format: The old tape format stored all
1093 actions with a real effect with a corresponding delay between the
1094 stored actions. This had some major disadvantages (for example,
1095 push delays had to be ignored, pressing a button for some seconds
1096 mutated to several single button presses because of the non-action
1097 delays between two action frames etc.). The new tape format just
1098 stupidly records all device actions and replays them later. I really
1099 don't know why I haven't solved it that way before?! Old-style tapes
1100 (with tape file version less than 2.0) get converted to the new
1101 format on-the-fly when loading and can therefore still be played;
1102 only some minor parts of the old-style tape handling code was needed.
1103 (A perfect conversion is not possible, because there is information
1104 missing about the device actions between two action frames.)
1106 2002-03-14 src/files.c
1107 * New function "DumpTape()" to dump the contents of the current tape
1108 in a human readable format.
1110 2002-03-14 src/game.c
1111 * Small tape bug fixed: When automatically advancing to next level
1112 after a game was won, the tape from the previous level still was
1113 loaded as a tape for the new level.
1115 2002-03-14 src/tape.c
1116 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1117 tape, cartoons did not get completely removed because
1118 StopAnimation() was not called.
1120 2002-03-13 src/files.c
1121 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1122 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1123 size even when using 16-bit elements). Added new chunk "CNT2" for
1124 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1125 chunk even when content was 16-bit element). "CNT2" should now be
1126 able to store content for arbitrary elements (up to eight blocks of
1127 3 x 3 element arrays). All "CNT2" elements will always be stored as
1128 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1130 2002-03-13 src/files.c
1131 * Changed "LoadLevel()" for real chunk support.
1133 2002-03-12 src/game.c
1134 * Fixed problem (introduced after 2.0.0 release) with penguins
1135 not getting killed by enemies
1137 2002-02-24 src/game.c, src/main.h
1138 * Added "player->is_moving"; now "player->last_move_dir" does
1139 not contain any information if the player is just moving at
1141 Before, "player->last_move_dir" was misused for this purpose
1142 for the robot stuff (robots don't kill players when they are
1143 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1144 broke tapes when walking through pipes!
1145 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1146 in a continuous movement. This fact is ignored for friends and