2 * added "background.PLAYING" (only visible as two-pixel border in game)
3 * added default level set for first start of special R'n'D version
4 * changed door animations for editor always behaving like "quick doors"
7 * added new custom artwork setup option "auto-override non-CE sets" for
8 automatic artwork override that is only used for level sets without
9 custom element artwork (as it does not make much sense to override
10 any artwork that redefines custom element artwork for sets using CEs)
11 * fixed default artwork for "special" R'n'D versions always using the
12 "classic" artwork as the base if base artwork is not explicitly
13 defined in "levelinfo.conf", regardless of different default artwork
14 used by the special R'n'D version -- this is needed because any such
15 custom artwork is designed using the "classic" artwork definitions as
16 the base (including menu definitions and screen positions etc., which
17 would otherwise be taken from the different special default artwork)
20 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
21 for both EMC and R'n'D graphics engine (heavy workarounds needed due
22 to massively broken handling of quicksand in R'n'D game engine)
23 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
24 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
27 * fixed small bug in toon drawing (introduced when fixing the crash bug)
30 * added graphics definition "game.panel.highscore" to display the
31 current levels current high score in the game panel
34 * version number set to 3.2.5
37 * version 3.2.4 released
40 * fixed crash bug in toon drawing functions for large step offset values
43 * fixed some problems with displaying game panel when quick-loading tape
46 * fixed (experimental only) redrawing of every tile per frame (even if
47 unneeded) for the extended (R'n'D based) EMC graphics engine
48 * added optimization to only calculate element count for panel display
49 if really needed (that is, if element count values defined on panel)
50 * fixed problem with special editor door redraw when entering main menu
53 * fixed bug with displaying background for title messages on info screen
54 * some code cleanup for the extended (R'n'D based) EMC graphics engine
57 * fixed bug with CE action "move player" always resulting in player 4
58 if there was a CE action with no trigger player (because the player
59 element was calculated by using log_2() from trigger player bits with
60 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
61 triggering player bit mask and handling all players in "move player"
62 * fixed bug when defined artwork cannot be found for artwork that has
63 default artwork cloned from other artwork (without default filename)
64 * added several fixes to the extended (R'n'D based) EMC graphics engine
67 * fixed broken editor copy and paste for custom elements between levels
70 * title messages are now also searched in graphics artwork directory;
71 those found in graphics directory have precendence over those found
72 in level directory -- this handles title messages stored in graphics
73 directories as part of the artwork set, just like title images; this
74 makes sense, as corresponding special font definitions for messages
75 are usually defined in the same graphics artwork directory, and also
76 because title images and title messages that are combined in a level
77 set introduction should usually not be separated when the level set
78 is used with a different artwork set (e.g. using "override graphics")
79 * fixed problem with door borders on main screen by first drawing doors
80 and then the corresponding border masks, but not vice versa
81 * fixed problem with artwork config entries using the value "[DEFAULT]";
82 this does not what one might expect, but sets the value to an invalid
83 value -- solution: simply ignore such entries, which results in this
84 value keeping its previous (real) default value (in general, entries
85 that should use their default value should just not be defined here)
86 * fixed problem with wrong fading area size from main menu to setup menu
89 * fixed problem with broken crumbled graphics after level set changes
90 when using R'n'D custom artwork with level sets using the EMC engine
93 * fixed invisible "joysticks deactivated ..." text on setup input screen
96 * added use of hashes created from static lists (element tokens, image
97 config, font tokens) to speed up lookup of configuration parameters
98 * fixed bug where element and graphic config token lookup was mixed up
101 * added "busy" animation when initializing program and loading artwork
102 * added initialization profiling for program startup (debugging only)
105 * fixed(?) very strange bug apparently triggered by memset() when code
106 was cross-compiled with MinGW cross-compiler for Windows XP platform
107 (this only happened when using SDL.dll also self-compiled with MinGW)
110 * added graphics engine directive "border.draw_masked_when_fading" that
111 enables/disables drawing of border mask over screen that is just faded
114 * fixed small problem with separate fading definition for game screen
117 * added additional configuration directives for setup screen draw offset
118 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
119 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
120 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
121 used to define draw offset on custom artwork selection screens and
122 "CHOOSE_OTHER" is used on all other list style selection screens, like
123 choosing game speed or screen mode for fullscreen mode)
124 * added additional configuration directives to define main menu buttons:
125 - menu.button_name and menu.button_name.active
126 - menu.button_levels and menu.button_levels.active
127 - menu.button_scores and menu.button_scores.active
128 - menu.button_editor and menu.button_editor.active
129 - menu.button_info and menu.button_info.active
130 - menu.button_game and menu.button_game.active
131 - menu.button_setup and menu.button_setup.active
132 - menu.button_quit and menu.button_quit.active
133 * added eight pure decoration graphic definitions for the game panel
136 * added support for accessing native Diamond Caves II level packages
137 * fixed displaying of game panel values for Emerald Mine game engine
138 * fixed displaying end-of-level time and score values on new game panel
141 * added game panel control to display arbitrary elements on game panel
142 * added game panel control to display custom element score (globally
143 unique for identical custom elements) either as value or as element
144 * added ".draw_masked" and ".draw_order" to game panel control drawing
147 * fixed some general bugs with handling of ".active" elements and fonts
150 * cleanup of game panel elements (some elements were not really needed)
151 * added displaying of gravity state (on/off) as new game panel control
152 * added animation for game panel elements (similar to game elements)
155 * added new pseudo game mode "PANEL" to define panel fonts and graphics
156 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
157 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
158 (else graphics would have to use ".PLAYING", which would be confusing)
159 * fixed bug when fading out to game screen with border mask defined
162 * added attribute ".tile_size" for element style game panel controls
165 * added <space> key as additional valid key to use for confirm requester
168 * improved menu fading, adding separate fading definitions for entering
169 and leaving a "content" screen (in general), and optional definitions
170 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
173 * added (currently invisible) setup option to define scroll delay value
174 * fixed small bug in priority handling when auto-detecting level start
175 position in levels without player element (but player from CE etc.)
176 * added option "game.forced_scroll_delay_value" to override user choice
177 of scroll delay value for certain level sets with "graphicsinfo.conf"
178 * replaced setup option "scroll delay: on/off" by new setup option that
179 directly allows selecting the desired scroll delay value from 0 to 8
182 * added displaying of most game panel control elements (not animated)
185 * added new configuration directives to display additional game engine
186 values on the game control panel, like the following examples:
187 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
188 - game.panel.penguins - number of penguins to rescue
189 - game.panel.level_name - level name of current level
192 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
195 * added new player option "no centering when relocating" for "invisible"
196 teleportations to level areas that look exactly the same, giving the
197 illusion that the player did not relocate at all (this was the default
198 since 3.2.3, but caused visual problems with room creation in "Zelda")
199 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
202 * improved menu fading, adding separate fading definitions for entering
203 and leaving a menu and for fading between menu and "content" screens
204 * fixed small bug with recognizing also ".font_xyz" style definitions
207 * improved menu fading, adding separate fading definitions for fading
208 between menu screens and fading between menu and "destination" screens
211 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
212 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
213 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
214 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
216 * improved title fading, allowing fading animation types "none", "fade"
217 and "crossfade" (including cross-fading of last title to main menu)
220 * added configurability of graphics, sounds and music for title screens,
221 which are separated into initial title screens (only shown once at
222 program startup) and title screens shown for a given level set; these
223 title screens can be composed of up to five title images and up to
224 five title text messages (each drawn using an optional background
225 image), also using background music and/or sounds; aspects like
226 background images, sounds and music of title screens can either be
227 defined generally (valid for all title screens) or specifically (and
228 therefore differently for each title screen) using these directives:
230 to define a background image, sound or music file for all screens:
231 - background.TITLE_INITIAL (for all title screens for game startup)
232 - background.TITLE (for all title screens for level sets)
234 to define a background image, sound or music file for a single screen:
235 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
236 - background.titlescreen_x (with x in 1,2,3,4,5)
237 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
238 - background.titlemessage_x (with x in 1,2,3,4,5)
240 to define the title screen images:
241 - titlescreen_initial_x (with x in 1,2,3,4,5)
242 - titlescreen_x (with x in 1,2,3,4,5)
244 to define the title text messages, place text files into the level set
245 directory that have the following file names:
246 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
247 - titlemessage_x.txt (with x in 1,2,3,4,5)
249 to define the properties of the text messages, either use directives
250 that affect all text messages:
251 - [titlemessage_initial].<suffix>
252 - [titlemessage].<suffix>
253 or use directives that affect single text messages:
254 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
255 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
257 valid values for <suffix> are the same as for readme.<suffix> below;
258 use ".sort_priority" (default: 0) to define an arbitrary order for
259 title images and title messages (which can therefore be mixed)
262 * added full configurability of "readme.txt" screen appearance:
263 - readme.x: <left position used with alignment>
264 - readme.y: <top position>
265 - readme.width: <maximim text width in pixels>
266 - readme.height: <maximum text height in pixels>
267 - readme.chars: <maximum number of chars per line>
268 - readme.lines: <maximum number of lines displayed>
269 - readme.align: left,center,right (default: center)
270 - readme.top: top,middle,bottom (default: top)
271 - readme.font: font name
272 - readme.autowrap: true,false (default: true)
273 - readme.centered: true,false (default: false)
274 - readme.parse_comments: true,false (default: true)
275 - readme.sort_priority: (not used here, but only for title screens)
276 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
277 default), they are automatically determined from "readme.width" and
278 "readme.height" accordingly; when they are not "-1", they have
279 precedence over "readme.width" and "readme.height"
280 * added internal ad-hoc config settings for displaying text files like
281 title messages or "readme.txt" style level set info files:
282 - .font: font name (default: readme.font)
283 - .autowrap: true,false (default: readme.autowrap)
284 - .centered: true,false (default: readme.centered)
285 - .parse_comments: true,false (default: readme.parse_comments)
286 (the leading '.' and the separating ':' are mandatory here); to use
287 these ad-hoc settings, they have to be written inside a comment, like
288 "# .autowrap: false" or "# .centered: true"; these settings then
289 override the above global settings (they can even be used more than
290 once, like "# .centered: true", then some text that should be drawn
291 centered, then "# .centered: false" to go back to non-centered text;
292 important note: after using "# .parse_comments: false", or when using
293 "readme.parse_comments: false", detecting and parsing comments inside
294 the file is disabled and comments are just printed like normal text;
295 also be aware that all automatic text size calculations are done with
296 the font defined in "readme.font", while using different fonts using
297 "# .font: <font>" inside the text file may cause unexpected results
300 * changed some numerical limits in the level editor from 255 to 999
303 * added option "system.sdl_videodriver" to select SDL video driver
304 * added output of SDL video and audio driver to "version info" page
307 * added group element drawing to IntelliDraw drawing functions
308 * fixed animation resetting problem again (last try broke Snake Bite)
309 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
312 * added new (special) "include: <filename>" directive that works in all
313 configuration files (like "graphicsinfo.conf") and that has the same
314 effect as if that directive would be replaced with the content of the
315 specified file (this can be useful to split large configuration files
316 into several smaller ones and include them from one main file, or to
317 store configuration settings that always stay the same into a separate
318 file, while including it and only add those parts that really change)
321 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
324 * fixed bug in "InitMovingField()" where treating an integer array as
325 boolean caused wrong resetting of animations while elements are moving
326 * fixed problem with resetting animations when starting element change
329 * added sort priority for order of title screens and title messages
332 * changed end of game again: do not wait for the user to press a key
333 anymore, but directly ask/confirm tape saving and go to hall of fame
334 * re-enabled quitting of lost game by pressing space or return again
335 * added blanking of mouse pointer when displaying title screens
336 * added remaining menu draw offset definitions for info sub-screens
339 * added setup option to select game speed (from very slow to very fast)
340 * improved handling of title text messages (initial and for level set)
343 * added new options "auto-wrap" and "centered" for DC2 style envelopes
346 * fixed displaying and typing of player name when it is centered
347 * added special characters to be allowed for player name (not only A-Z)
350 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
351 (newer versions of the SDL library seem to not like this anymore)
354 * added code for configuration directives for control of game panel
357 * fixed small cosmetical bug with underlining property tabs in editor
360 * fixed small drawing bug in X11FadeRectangle
361 * added new elements for newly supported Diamond Caves II levels:
362 - EM/DC style exits that disappear after passing
363 - white key and gate (one white key needed for each white gate)
364 - fake gate (there is no key to open/pass this kind of gate!)
365 - extended magic wall which also handles pearls and crystals
369 * changed maximum value for endless loop detection to a higher value
370 (some levels really used very deep recursion without being endless)
373 * added new elements for newly supported Diamond Caves II levels:
374 - growing steel walls
375 - snappable land mine
378 * added new elements for newly supported Diamond Caves II levels:
379 - steel text elements
382 * added level file loader for native Diamond Caves II levels
385 * version number set to 3.2.4
388 * version 3.2.3 released
391 * fixed malloc/free bug when updating EMC artwork entries in level list
392 * added workaround (warning and request to quit the current game) when
393 changing elements cause endless recursion loop (which would otherwise
394 freeze the game, causing a crash-like program exit on some systems)
397 * fixed nasty string overflow bug when entering too long envelope text
400 * added feedback sounds for menu navigation "menu.item.activating" and
401 "menu.item.selecting" (for highlighting and executing menu entries)
404 * improved "no scrolling when relocating" to also consider scroll delay
405 (meaning that the player is not automatically centered in this case;
406 this makes it possible to "invisibly" relocate the player to a region
407 of the level playfield which looks the same as the old level region)
408 * fixed bug with not recognizing "main.input.name.align" when active
411 * fixed bug with displaying masked borders over title screens when
412 screen fading is disabled
415 * fixed infinite loop / crash bug when killing the player while having
416 a CE with the setting "kill player X when explosion of <player X>"
417 * added special editor graphic for "char_space" to distinguish it from
418 "empty_space" when editing a level (in-game graphics still the same)
421 * fixed nasty bug with initialization only done for the first player
424 * small change to handle loading empty element/content list micro chunks
427 * uploaded pre-release (test) version 3.2.3-0 binary and source code
430 * some optimizations on startup speed by reducing initial text output
433 * added caching of custom artwork information for faster startup times
436 * fixed graphical bug when using fewer menu entries on level selection
437 screen than usual (with "menu.list_size.LEVELS" directive)
438 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
439 the backbuffer to the backbuffer by error (with identical rectangle)
442 * fixed bug when displaying titlescreen with size less than element tile
443 * fixed bug that caused elements with "change when digging <e>" event
444 to change for _every_ digged element, not only those specified in <e>
445 * fixed bug that caused impact style collision when dropping element one
446 tile over the player that can both fall down and smash players
447 * fixed bug that caused impact style collision when element changed to
448 falling/smashing element over the player immediately after movement
451 * fixed bug that allowed making engine snapshots from the level editor
454 * fixed bugs with player name and current level positions on main screen
457 * added configuration directives for control of title screens:
458 - "title.fade_delay" for fading time
459 - "title.post_delay" for pause between screens (when not crossfading)
460 - "title.auto_delay" to automatically continue after some time
461 these settings can each be overridden by specifying them with titles:
462 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
463 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
464 fading mode can also be specified:
465 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
466 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
467 default is using normal fading for menues and initial title screens,
468 while using cross-fading for level set title screens
469 * fixed bug with background not drawn in Hall of Fame after game was won
472 * added configuration directives for the remaining main menu items
475 * added additional configuration directives for info screen draw offset:
476 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
477 * added additional configuration directives for preview info text
478 * limited mouse wheel sensitive screen area to scrollable screen area
481 * added highlighted menu text entries to menu navigation when selected
484 * fixed bug that prevented player from correctly being created in the
485 top left corner by a custom element change in a level without player
486 * fixed bug that prevented player from being killed when indestructible,
487 non-walkable element is placed on player position by extended change
488 * added configurable menu button, text and input positions to main menu
491 * added page fading effects for remaining info sub-screens
492 * fixed small bug that caused some delays when answering door request
495 * added directives "border.draw_masked.*" for menu/playfield area and
496 door areas to display overlapping/masked borders from "global.border"
499 * fixed bug with CE with move speed "not moving" not being animated
500 * when changing player artwork by CE action, reset animation frame
503 * fixed bug with not unmapping main menu screen gadgets on other screens
504 * fixed bug with un-pausing a paused game by releasing still pressed key
505 * fixed bug with not redrawing screen when toggling to/from fullscreen
506 mode while fast reloading tape (without redrawing playfield contents)
507 * fixed bug with quick-saving tape snapshot despite answering with "no"
510 * version number set to 3.2.3
513 * version 3.2.2 released
516 * fixed bug with redrawing screen in fullscreen mode after quick tape
517 reloading when using the EMC game engine
518 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
521 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
524 * added engine snapshot functionality for instant tape reloading (this
525 only works for the last tape saved using "quick save", and does not
526 work across program restarts, because it completely works in memory)
529 * version number set to 3.2.2
532 * version 3.2.1 released
535 * fixed nasty bugs with handling error message file on Mac OS X systems
538 * general code cleanup (removing many annoying "#if 0" blocks etc.)
541 * fixed bug that caused broken tapes when manually appending to tapes
542 using the "pause before death" functionality, followed by recording
543 * added setup option to disable fading of screens for faster testing
546 * code cleanup of new fading functions
549 * changed behaviour after solved game -- do not immediately stop engine
550 * added some more smooth screen fadings (game start, hall of fame etc.)
553 * fixed bug with displaying pushed CE with value/score/delay anim_mode
556 * added configurable level preview position, tile size and dimensions
557 * added configurable game panel value positions (gems, time, score etc.)
560 * fixed small bug with time displayed incorrectly when collecting CEs
563 * fixed bug with bumpy scrolling with EM engine in double player mode
566 * added compatibility code to fix "Snake Bite" style levels that were
567 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
570 * fixed bug with scrollbars inside editor when using the Windows mouse
571 enhancement tool "True X-Mouse" (which injects key events to the event
572 queue to insert selected stuff into the Windows clipboard, which gets
573 confused with the "Insert" key for jumping to the last editor cascade
574 block in the element list)
575 * added Rocks'n'Diamonds icon for use as window icon to SDL version
576 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
579 * added selection of preferred fullscreen mode to setup / graphics menu
580 (useful if default mode 800 x 600 does not match screen aspect ratio)
583 * improved down-scaling of images for better editor and preview graphics
584 * changed user data directory for Mac OS X from Unix style to new place
587 * improved level number selection in main menu and player selection in
588 setup menu (input devices section) by using standard button gadgets
589 * added support for mouse scroll wheel (caused buggy behaviour before)
590 * added support for scrolling horizontal scrollbars with mouse wheel by
591 holding "Shift" key pressed while scrolling the wheel
592 * added support for single step mouse wheel scrolling by holding "Alt"
593 key pressed while scrolling the wheel (can be combined with "Shift")
594 * changed output file "stderr.txt" on Windows platform now always to be
595 created in the R'n'D sub-directory of the personal documents directory
596 * added Windows message box to direct to "stderr.txt" after error aborts
599 * improved general scrollbar handling (when jump-scrolling scrollbars)
602 * changed scrollbars to always show last line as first after scrolling
603 (that means jumping n - 1 screen lines instead of n screen lines)
606 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
607 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
608 * fixed special handling of vertically stacked acid becoming fake acid
611 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
612 affect multiple instances of the same CE, although this kind of
613 change condition usually only affects one single custom element
616 * version number set to 3.2.1
619 * version 3.2.0 released
622 * reorganized level editor element list a bit to match engines better
625 * fixed newly introduced bug with wrongly initializing clipboard element
628 * fixed bug with displaying visible/invisible level border in editor
631 * reorganized some elements in the level editor element list
634 * fixed bug with displaying any player as "yellow" when moving into acid
635 * fixed bug with displaying running player when player stopped at border
638 * fixed bug with player exploding when moving into acid
639 * fixed bug with level settings being reset in editor and when playing
640 (some compatibility settings being set not only after level loading)
641 * fixed crash bug when number of custom graphic frames was set to zero
642 * fixed bug with teleporting player on walkable tile not working anymore
643 * added partial compatibility support for pre-release-only "CONF" chunk
644 (to make Alan Bond's "color cycle" demo work again :-) )
647 * fixed some bugs when displaying title screens from info screen menu
648 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
651 * changed file major version to 3 to reflect level file format changes
652 * uploaded pre-release (test) version 3.2.0-8 binary and source code
655 * added new chunk "NAME" to level file format for level name settings
656 * added new chunk "NOTE" to level file format for envelope settings
657 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
658 * updated magic(5) file to recognize changed and new level file chunks
659 * removed change events "change when CE value/score changes" as unneeded
662 * changed gravity (which only affects the player) from level property
663 to player property (only makes a difference in multi-player levels)
664 * added change events "change when CE value/score changes"
665 * added change events "change when CE value/score changes of <element>"
668 * added new chunk "INFO" to level file format for global level settings
669 * added all element settings from "HEAD" chunk to "CONF" chunk
670 * added all global level settings from "HEAD" chunk to "INFO" chunk
673 * changed level file format by adding two new chunks "CUSX" (for custom
674 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
675 elements, replacing the previous "GRP1" chunk); these new IFF style
676 chunks use the new and flexible "micro chunks inside chunks" technique
677 already used with the new "CONF" chunk (for normal element properties)
678 which makes it possible to easily extend the existing level format
679 (instead of using fixed-length chunks like before, which are either
680 too big due to reserved bytes for future use, or too small when those
681 reserved bytes have all been used and even more data should be stored,
682 requiring the replacement by new and larger chunks just like it went
683 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
686 * added credits pages to the "credits" section that were really missing
687 * added some missing element descriptions to the level editor
688 * added down position of switchgate switch to the level editor
689 and allowed the use of both switch positions at the same time
690 * changed use of "Insert" and "Delete" keys to navigate element list in
691 level editor to start of previous or next cascading block of elements
694 * added the possibility to view the title screen to the info screen menu
695 * fixed some minor bugs with viewing title screens
698 * fixed bug with title (cross)fading in/out when using fullscreen mode
701 * fixed bug that forced re-defining of menu settings in local graphics
702 config file which are already defined in existing base config file
703 * fixed small bug that caused door sounds playing when music is enabled
706 * added the possibility to define up to five title screens for each
707 level set that are displayed after loading using (cross)fading in/out
708 (this was added to display the various start images of the EMC sets)
711 * added "CE score gets zero [of]" to custom element trigger conditions
712 * added setup option to display element token name in level editor
715 * added compatibility code for Juergen Bonhagen's menu artwork settings
718 * fixed bug with displaying wrong animation frame 0 after CE changes
719 * fixed bug with creating invisible elements when light switch is on
722 * added selection between ECS and AGA graphics for EMC levels to setup
725 * adjusted font handling for various narrow EMC style fonts
728 * changed EM engine behaviour back to re-allow initial rolling springs
731 * fixed handling of over-large selectboxes (less error-prone now)
732 * fixed bug when creating GE with walkable element under the player
735 * added use of "Insert" and "Delete" keys to navigate element list in
736 level editor to start of custom elements or start of group elements
737 * added virtual elements to access CE value and CE score of elements:
738 - "CE value of triggering element"
739 - "CE score of triggering element"
740 - "CE value of current element"
741 - "CE score of current element"
744 * fixed "grass" to "sand" in older EM levels (up to file version V4)
747 * changed behaviour of network games with internal errors (because of
748 different client frame counters) from immediately terminating R'n'D
749 to displaying an error message requester and stopping only the game
750 (also to prevent impression of crashes under non command-line runs)
751 * fixed playing network games with the EMC engine (did not work before)
752 * fixed bug with not scrolling the screen in multi-player mode with the
753 focus on player 1 when all players are moving in different directions
754 * fixed bug with keeping pointer to gadget even after its deallocation
755 * fixed bug with allowing "focus on all players" in network games
756 * fixed bug with player focus when playing tapes from network games
759 * uploaded pre-release (test) version 3.2.0-7 binary and source code
762 * code cleanup for game action control for R'n'D and EMC game engine
765 * fixed bug in multi-player movement with focus on both players
766 * added option to control only the focussed player with all input
769 * added player focus switching to level tape recording and re-playing
772 * fixed some bugs in player focus switching in EMC and RND game engine
775 * added special Supaplex animations for Murphy digging and snapping
776 * added special Supaplex animations for Murphy being bored and sleeping
779 * added four new yam yams with explicit start direction for EMC engine
780 * fixed bug in src/libgame/text.c with printing text outside the window
783 * fixed small bug in EMC level loader (copyright sign in EM II levels)
786 * added delayed ignition of EM style dynamite when used in R'n'D engine
787 * added limited movement range to EMC engine when focus on all players
790 * fixed bug with missing (zero) score values for native Supaplex levels
793 * added "continuous snapping" (snapping many elements while holding the
794 snap key pressed, without releasing the snap key after each element)
795 as a new player setting for more compatibility with the classic games
798 * finished scrolling for "focus on all players" in EMC graphics engine
801 * level sets with "levels: 0" are ignored for levels, but not artwork
802 * fixed bug when scanning empty level group directories (endless loop)
805 * fixed bug with explosion graphic for player using "Murphy" graphic
806 * fixed bug with explosion graphic if player leaves explosion in time
807 * changed some descriptive text in setup menu to use medium-width font
808 * added key shortcut settings for switching player focus to setup menu
811 * fixed bug with random value initialization when recording tapes
812 * fixed bug with playing single player tapes when team mode activated
815 * fixed little bug when trying to switch to player that does not exist
818 * added player switching (visual and quick) to R'n'D and EM game engine
819 * added setup option to select visual or quick in-game player switching
822 * added use of "Home" and "End" keys to handle element list in editor
825 * fixed bug with adding score when playing tape with EMC game engine
826 * added steel wall border for levels using EMC engine without border
827 * finally fixed delayed scrolling in EMC engine also for small levels
830 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
833 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
834 * fixed bug when displaying info element without action, but direction
837 * fixed minor graphical problems with springs smashing and slurping
838 (when using R'n'D style graphics instead of EMC style graphics)
841 * added scroll delay (as configured in setup) to EMC graphics engine
844 * improved screen redraw for EMC graphics engine (faster and smoother)
845 * when not scrolling, do not redraw the whole playfield if not needed
848 * added multi-player mode for EMC game engine (with up to four players)
851 * added android (can clone elements) from EMC engine to R'n'D engine
854 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
857 * added selectbox for initial player speed to player settings in editor
860 * version 3.1.2 created that is basically version 3.1.1, but with a
861 major bug fixed that prevented editing your own private levels
862 * version 3.1.2 released
865 * added magic ball (creates elements) from EMC engine to R'n'D engine
868 * uploaded fixed pre-release version 3.2.0-6 binary and source code
871 * fixed bug when using "CE can leave behind <trigger element>"
872 * added new change condition "(after/when) creation of <element>"
873 * added new change condition "(after/when) digging <element>"
874 * fixed bug accessing invalid gadget that caused crashes under Windows
875 * deactivated new possibility for multiple CE changes per frame
878 * uploaded pre-release (test) version 3.2.0-6 binary and source code
881 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
882 * fixed bug with not keeping CE value for moving CEs with only action
883 * changed CE action selectboxes in editor to be only reset when needed
886 * added option "use artwork from element" for custom player artwork
887 * added option "use explosion from element" for player explosions
890 * added cascaded element lists in the level editor
891 * added persistence for cascaded element lists by "editorcascade.conf"
892 * added dynamic element list with all elements used in current level
893 * added possibility for multiple CE changes per frame (experimental)
896 * uploaded pre-release (test) version 3.2.0-5 binary and source code
899 * changed "score for each 10 seconds/steps left" to "1 second/step"
900 * added own score for collecting "extra time" instead of sharing it
901 * added change events "switched by player" and "player switches <e>"
902 * added change events "snapped by player" and "player snaps <e>"
903 * added "set player artwork: <element choice>" to CE action options
904 * added change event "move of <element>"
907 * added "set player shield: off / normal / deadly" to CE action options
908 * added new player option "use level start element" in level editor
909 to set the correct focus at level start to elements from which the
910 player is created later (this did not work before for cascaded CE
911 changes resulting in creation of the player; it is now also possible
912 to create the player from a yam yam which is smashed at level start)
915 * added "set player speed: frozen (not moving)" to CE action options
916 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
919 * added new player option "block snap field" (enabled by default) to
920 make it possible to show a snapping animation like in Emerald Mine
923 * added dynamic selectboxes to custom element action settings in editor
924 * added "CE value" counter for custom elements (instead of "CE count")
925 * added option to use the last "CE value" after custom element change
926 * added option to use the "CE value" of other elements in CE actions
927 * fixed odd behaviour when pressing time orb in levels w/o time limit
928 * added checkbox "use time orb bug" for older levels that use this bug
931 * added missing configuration settings for the following elements:
932 - EL_TIMEGATE_SWITCH (time of open time gate)
933 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
934 - EL_SHIELD_NORMAL (time of shield duration)
935 - EL_SHIELD_DEADLY (time of shield duration)
936 - EL_EXTRA_TIME (time added to level time)
937 - EL_TIME_ORB_FULL (time added to level time)
940 * added "wind direction" as a movement pattern for custom elements
941 * added initial wind direction for balloon / custom elements to editor
942 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
945 * added parameters for "game of life" and "biomaze" elements to editor
948 * added level file chunk "CONF" for generic level and element settings
951 * uploaded pre-release (test) version 3.2.0-4 binary and source code
954 * skip empty level sets (with "levels: 0"; may be artwork base sets)
955 * added sound action ".page[1]" to ".page[32]" for each CE change page
958 * added image config suffix ".clone_from" to copy whole image settings
959 * fixed bug with invalid ("undefined") CE settings in old level files
962 * fixed graphical bug with smashing elements falling faster than player
965 * fixed major bug which prevented private levels from being edited
966 * fixed bug with precedence of general and special font definitions
969 * fixed graphical bug with player animation when player moves slowly
972 * uploaded pre-release (test) version 3.2.0-3 binary and source code
975 * fixed bug which prevented "global.num_toons: 0" from working
978 * major code cleanup (removed all these annoying "#if 0" blocks)
981 * added custom element actions for CE change page in level editor
984 * fixed music initialization bug in init.c (thanks to David Binderman)
985 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
986 (this bug must probably be fixed at other places, too)
989 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
990 (should be '#include <SDL.h>' instead)
993 * fixed bug which prevented "walkable from no direction" from working
994 (due to compatibility code overwriting this setting after loading)
997 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1000 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1001 * version 3.1.1 released
1004 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1005 on 64-bit architecture systems with LP64 data model
1008 * fixed bug with bombs not exploding when hitting the last level line
1009 (introduced after the release of 3.1.0)
1012 * added support for dumping small-sized level sketches from editor
1015 * added recognition of "trigger element" for "change digged element to"
1016 (this is not really what the "trigger element" was made for, but its
1017 use may seem obvious for leaving back digged elements unchanged)
1020 * fixed multiple warnings about failed joystick device initialization
1023 * fixed bug with dynamite dropped on top of just dropped custom element
1024 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1025 dynamite can still be dropped, but drop key must be released before
1028 * fixed bug with wrong start directory when started from file browser
1029 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1032 * fixed bug causing "change when impact" on player not working
1033 * fixed wrong priority of "hitting something" over "hitting <element>"
1034 * fixed wrong priority of "hit by something" over "hit by <element>"
1037 * fixed graphical bug which caused the player (being Murphy) to show
1038 collecting animations although the element was collected by penguin
1041 * fixed two bugs causing wrong door background graphics in system.c
1042 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1045 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1046 * added "no direction" to "walkable/passable from" selectbox options
1049 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1050 * in tape autoplay, not only report broken, but also missing tapes
1053 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1056 * fixed small bug with "linear" animation not working for active lamp
1059 * fixed bug with moving up despite gravity due to "block last field"
1060 * fixed small bug with wrong draw offset when typing name in main menu
1061 * when reading user names from "passwd", ignore data after first comma
1062 * when creating new "levelinfo.conf", only write some selected entries
1065 * fixed displaying "imported from/by" on preview with empty string
1066 * fixed ignoring draw offset for fonts used for level preview texts
1069 * fixed a delay problem with SDL and too many mouse motion events
1070 * added setup option "skip levels" and level skipping functionality
1073 * added move speed "not moving" for non-moving CEs, but with direction
1076 * fixed mapping of obsolete element token names in "editorsetup.conf"
1077 * fixed bug with sound "acid.splashing" treated as a loop sound
1078 * fixed some little sound bugs in native EM engine
1081 * fixed small bug when dragging scrollbars to end positions
1084 * added editor element descriptions written by Aaron Davidson
1087 * improved fallback handling when configured artwork is not available
1088 (now using default artwork instead of exiting when files not found)
1091 * fixed bug on level selection screen when dragging scrollbar
1094 * fixed bug which caused broken tapes when appending to EM engine tapes
1097 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1100 * added code to replace changed artwork config tokens with other tokens
1101 (needed for backwards compatibility, so that older tokens still work)
1104 * added native R'n'D graphics for some new EMC elements in EM engine
1107 * fixed some bugs in the EM engine integration code
1108 * changed EM engine code to allow diagonal movement
1109 * changed EM engine code to allow use of separate snap and drop keys
1112 * fixed some redraw bugs when using EM engine
1115 * fixed bug with not converting RND levels which are set to use native
1116 engine to native level structure when loading
1119 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1122 * version number set to 3.2.0
1125 * level data now reset to defaults after attempt to load invalid file
1128 * added use of "editorsetup.conf" for different level sets
1131 * added auto-detection for various types of Emerald Mine level files
1134 * fixed bug with scrollbars getting too small when list is very large
1137 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1140 * added most level editor configuration gadgets for new EMC elements
1143 * added more element and graphic definitions for new EMC elements
1146 * modified native EM engine to use integrated R'n'D sound system
1149 * added SDL support to graphics functions in native EM engine
1150 (by always using generic libgame interface functions)
1153 * fixed bug in frame synchronization in native EM engine
1156 * added code to convert levels between R'n'D and native EM engine
1159 * new Emerald Mine engine can now play levels selected in main menu
1162 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1163 (which creates scaled down graphics for level editor and preview);
1164 there's still a memory leak somewhere in the artwork handling code
1165 * added "scale image up" functionality to X11 version of zoom function
1168 * first attempts to integrate new, native Emerald Mine Club engine
1171 * fixed bug in gadget code which caused reset of CEs in level editor
1172 (example: pressing 'b' [grab brush] on CE config page erased values)
1173 (solution: check if gadgets in ClickOnGadget() are really mapped)
1174 * improved level change detection in editor (settings now also checked)
1175 * fixed bug with "can move into acid" and "don't collide with" state
1178 * fixed maze runner style CEs to use the configured move delay value
1181 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1184 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1185 * fixed the above fix because it broke level set "machine" (*sigh*)
1186 * fixed random element placement in level editor to work as expected
1187 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1190 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1193 * fixed bug (missing array boundary check) which caused broken tapes
1194 * fixed bug (when loading level template) which caused broken levels
1195 * fixed bug with new block last field code when using non-yellow player
1198 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1199 * internal change of how the player blocks the last field when moving
1200 * fixed blocking delay of last field for EM and SP style block delay
1201 * fixed bug where the player had to wait for the usual move delay after
1202 unsuccessfully trying to move, when he directly could move after that
1203 * the last two changes should make original Supaplex level 93 solvable
1204 * improved use of random number generator to make it less predictable
1205 * fixed behaviour of slippery SP elements to let slip left, then right
1208 * fixed bug with wrong door state after trying to quickload empty tape
1209 * fixed waste of static memory usage of the binary, making it smaller
1210 * fixed very little graphical bug in Supaplex explosion
1213 * version number set to 3.1.1
1216 * version 3.1.0 released
1219 * fixed bug with crash when writing user levelinfo.conf the first time
1222 * added option "convert LEVELDIR [NR]" to command line batch commands
1223 * re-converted Supaplex levels to apply latest engine fixes
1224 * changed "use graphic/sound of element" to "use graphic of element"
1225 due to compatibility problems with some levels ("bug machine" etc.)
1228 * fixed bug with CE change replacing player with same or other player
1231 * fixed bug with opaque font in envelope with background graphic when
1232 background graphic is not transparent itself
1235 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1236 * corrected original Supaplex level loading code to use these new ports
1237 * also corrected Supaplex loader to auto-count infotrons if set to zero
1240 * fixed bug with missing initialization of "modified" flag for GEs
1243 * fixed bug that caused endless recursion loop when relocating player
1244 * fixed tape recorder bug in "step mode" when using "pause before end"
1245 * fixed tape recorder bug when changing from "warp forward" mode
1248 * fixed bug with "when touching" for pushed elements at last position
1251 * fixed bug that caused two activated toolbox buttons in level editor
1252 * fixed bug with exploding dynabomb under player due to other explosion
1255 * fixed bug with creating walkable custom element under player (again)
1256 * fixed bug with not copying explosion type when copying CEs in editor
1257 * fixed graphical bug when drawing player in setup menu (input devices)
1258 * fixed graphical bug when the player is pushing an accessible element
1259 * fixed bug with classic switchable elements triggering CE changes
1260 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1261 * fixed crash bug when CE leaves behind the trigger player element
1264 * fixed bug with broken tubes after placing/exploding dynamite in them
1265 * fixed bug with exploding dynamite under player due to other explosion
1266 * fixed bug with not resetting push delay under certain circumstances
1269 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1270 * added network multiplayer code for Windows (thanks to Niko Böhm)
1273 * added option "reachable despite gravity" for gravity movement
1274 * changed gravity movement of most classic walkable and passable
1275 elements back to "not reachable" (for compatibility reasons)
1278 * fixed (removed) "indestructible" / "can explode" dependency in editor
1279 * fixed (removed) "accessible inside" / "protected" dependency
1280 * fixed (removed) "step mode" / "shield time" dependency
1283 * fixed dynabombs exploding now into anything diggable
1284 * fixed Supaplex style gravity movement into buggy base now impossible
1285 * added pressing key "space" as valid action to select menu options
1288 * added "replace when walkable" to relocate player to walkable element
1289 * added "enter"/"leave" event for elements affected by relocation
1290 * fixed "direct"/"indirect" change order also for "when change" event
1291 * fixed graphical bug when pushing things from elements walkable inside
1294 * fixed graphic bug when player is snapping while moving in old levels
1295 * fixed bug when a moving custom element leaves a player element behind
1296 * fixed bug with mole not disappearing when moving into acid pool
1297 * fixed bug with incomplete path setting when using "--basepath" option
1298 * moving CE can now leave walkable elements behind under the player
1299 * when relocating, player can be set on walkable element now
1300 * fixed another gravity movement bug
1303 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1306 * added "collectible" and "removable" to extended replacement types
1307 (where "removable" replaces "diggable" and "collectible" elements)
1308 * added "collectible & throwable" (to throw element to the next field)
1309 * fixed bug with CEs digging elements that are just about to explode
1310 * changed mouse cursor now always being visible when game is paused
1313 * added possibility to push/press accessible elements from a side that
1315 * fixed bug with not setting actual date when appending to tape
1318 * fixed bug with incorrectly initialized custom element editor graphics
1321 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1322 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1325 * fixed bug with destroyed robot wheel still attracting robots forever
1326 * fixed bug with time gate switch deactivating after robot wheel time
1327 (while the time gate itself is not affected by this misbehaviour)
1328 * changed behaviour of BD style amoeba to always get blocked by player
1329 (before it was different when there were non-BD elements in level)
1330 * fixed bug with player destroying indestructable elements with shield
1333 * added option to make growing elements grow into anything diggable
1334 (for the various amoeba types, biomaze and "game of life")
1337 * fixed bug with movable elements not moving after left behind by CEs
1338 * changed gravity movement to anything diggable, not only sand/base
1339 * optionally allowing passing to walkable element, not only empty space
1340 * added option "can pass to walkable element" for players
1341 * finally fixed gravity movement (hopefully)
1344 * fixed bug with movable elements not moving anymore after falling down
1347 * fixed another bug with custom elements digging and leaving elements
1348 * fixed bug with "along left/right side" and automatic start direction
1349 * trigger elements now also displayed when "more custom" deactivated
1350 * fixed bug with clipboard element initialized when loading new level
1351 * added option "drop delay" to set delay before dropping next element
1354 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1357 * added copy and paste functions for custom change pages
1358 * enhanced graphical display and functionality of tape recorder
1359 * fixed bug with custom elements digging and leaving elements
1362 * added move speed faster than "very fast" for custom elements
1363 * fixed bug with 3+3 style explosions and missing border content
1364 * fixed little bug when copying custom elements in the editor
1365 * enhanced custom element changes by more side trigger actions
1368 * added option "no scrolling when relocating" for instant teleporting
1369 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1372 * added trigger element and trigger player to use as target elements
1373 * added copy and paste functions for custom and group elements
1376 * fixed graphical bug when displaying explosion animations
1377 * fixed bug when appending to tapes, resulting in broken tapes
1378 * re-recorded a few tapes broken by fixing gravity checking bug
1381 * "can move into acid" property now for all elements independently
1382 * "can fall into acid" property for player stored in same bitfield now
1383 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1384 * version number set to 3.1.0 (finally!)
1387 * changed tape recording to only record input, not programmed actions
1390 * fixed totally broken (every 8th frame skipped) step-by-step recording
1391 * fixed bug with requester not displayed when quick-loading interrupted
1392 * added option "can fall into acid (with gravity)" for players
1393 * fixed bug with player not falling when snapping down with gravity
1396 * fixed bug which messed up key config when using keypad number keys
1399 * fixed bug which allowed moving upwards even when gravity was active
1400 * fixed bug with missing error handling when dumping levels or tapes
1403 * added different colored editor graphics for Supaplex gravity tubes
1406 * fixed bug that allowed solvable tapes for unsolvable levels
1409 * use unlimited number of droppable elements when "count" set to zero
1410 * added option to use step limit instead of time limit for level
1413 * added player and change page as trigger for custom element change
1416 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1419 * fixed bug with dark yamyam changing to acid when moving over acid
1420 * fixed handling of levels with more than 999 seconds level time
1421 (example: level 76 of "Denmine")
1424 * "spring push bug" reintroduced as configurable element property
1425 * fixed bug with missing properties for "mole"
1426 * fixed bug that showed up when fixing the above "mole" properties bug
1427 * added option "can move into acid" for all movable elements
1428 * fixed graphical bug for elements moving into acid
1429 * changed event handling to handle all pending events before going on
1432 * fixed bug which caused all CE change pages to be ignored which had
1433 the same change event, but used a different element side
1434 (reported by Simon Forsberg)
1436 * fixed bug which caused elements that can move and fall and that are
1437 transported by a conveyor belt to continue moving into that direction
1438 after leaving the conveyor belt, regardless of their own movement
1439 type; only elements which can not move are transported now
1440 (reported by Simon Forsberg)
1442 * fixed bug which could cause an array overflow in RelocatePlayer()
1443 (reported by Niko Böhm)
1445 * changed Emerald Mine style "passable / over" elements to "protected"
1446 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1448 * added new option to select from which side a "walkable/passable"
1449 element can be entered
1452 * added explosion and ignition delay for elements that can explode
1455 * fixed bug which caused player not being protected against enemies
1456 when a CE was "walkable / inside" and was not "indestructible"
1457 * added "walkable/passable" fields to be "protected/unprotected"
1458 against enemies, even if not accessible "inside" but "over/under"
1461 * corrected move pattern to 32 bit and initial move direction to 8 bit
1464 * added second custom element base configuration page
1467 * added some special EMC mappings to Emerald Mine level loader
1468 (also covering previously unknown element in level 0 of "Bondmine 8")
1471 * added option to block last field when player is moving (for Supaplex)
1472 * adjusted push delay of Supaplex elements
1473 * removed delays for envelopes etc. when replaying with maximum speed
1474 * fixed bug when dropping element on a field that just changed to empty
1477 * fixed bug: infotrons can now smash yellow disks
1478 * fixed bug: when gravity active, port above player can now be entered
1479 * removed "one white dot" mouse pointer which irritated some people
1482 * added "choice type" for group element selection
1485 * fixed bug with initial invulnerability of non-yellow player
1488 * added level loader for loading native Supaplex packed levels
1489 (including multi-part levels like the "splvls99" levels)
1492 * fixed bug which allowed creating emeralds by escaping explosions
1495 * custom elements can change (limited) or leave (unlimited) elements
1496 * finally added multiple matches using group elements
1497 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1500 * added new start movement type "previous" for continued CE movement
1501 * added new start movement type "random" for random CE movement start
1504 * added new element "sokoban_field_player" needed for Sokoban levels
1505 (thanks to Ed Booker for pointing this out!)
1508 * added elements that can be digged or left behind by custom elements
1511 * added group elements for multiple matches and random element creation
1514 * fixed some graphical errors displayed in old levels
1517 * fixed wrong double speed movement after passing closing gates
1520 * added level loader for loading native Emerald Mine levels
1523 * changes for "shooting" style CE movement
1526 * Happy New Year! ;-)
1529 * changed default snap/drop keys from left/right Shift to Control keys
1532 * fixed bug with dead player getting reanimated from custom element
1535 * fixed bug with wrong penguin graphics (when entering exit)
1538 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1541 * version number set to 3.0.9
1544 * version 3.0.8 released
1547 * added function checked_free()
1550 * fixed bug with double nut cracking sound
1551 (by eliminating "default element action sound" assignment in init.c)
1554 * fixed crash when no music info files are available
1557 * fixed boring and sleeping sounds
1560 * added "maze runner" and "maze hunter" movement types
1561 * added extended collision conditions for custom elements
1564 * added warnings for undefined token values in artwork config files
1567 * added menu entry for level set information to the info screen
1570 * fixed bug with wrong default impact sound for colored emeralds
1573 * added several sub-screens for the info screen
1574 * menu text now also clickable (not only blue/red sphere left of it)
1577 * added configurable "bored" and "sleeping" animations for the player
1578 * added "awakening" sound for player when waking up after sleeping
1581 * added "copy" and "exchange" functions for custom elements to editor
1584 * added configurable element animations for info screen
1587 * added configurable music credits for info screen
1590 * finally fixed tape recording when player is created from CE change
1593 * added "editorsetup.conf" for editor element list configuration
1596 * added "musicinfo.conf" for menu and level music configuration
1599 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1600 (that only showed up on Linux, but not on Windows systems)
1603 * fixed turning movement of butterflies and fireflies (no frame reset)
1604 * enhanced sniksnak turning movement (two steps instead of only one)
1607 * version number set to 3.0.8
1610 * version 3.0.7 released
1613 * fixed reset of player animation frame when, for example,
1614 walking, digging or collecting share the same animation
1615 * fixed CE with "deadly when touching" exploding when touching amoeba
1618 * fixed tape recording when player is created from CE element change
1621 * introduced "turning..." action graphic for elements with move delay
1622 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1623 * added turning animations for bug, spaceship and sniksnak
1626 * prevent "extended" changed elements from delay change in same frame
1629 * fixed bug when pushing element that can move away to the side
1630 (like pushing falling elements, but now with moving elements)
1633 * finally fixed serious bug in code for delayed element pushing (again)
1636 * unavailable setup options now marked as "n/a" instead of "off"
1637 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1638 to "true", levels are always played with the latest game engine,
1639 which is desired for levels that are imported from other games; all
1640 other levels are played with the engine version stored in level file
1641 (which is normally the engine version the level was created with)
1644 * fixed serious bug in code for delayed element pushing
1645 * fixed little bug in animation frame selection for pushed elements
1646 * speed-up of reading config file for verbose output
1649 * added configuration option for opening and closing Supaplex exit
1650 * added configuration option for moving up/down animation for Murphy
1651 * fixed incorrectly displayed animation for attacking dragon
1652 * fixed bug with not setting initial gravity for each new game
1653 * fixed bug with teleportation of player by custom element change
1654 * fixed bug with player not getting smashed by rock sometimes
1657 * version number set to 3.0.7
1660 * version 3.0.6 released
1663 * added support for MP3 music for SDL version through SMPEG library
1666 * fixed bug when initializing font graphic structure
1667 * fixed bug with animation mode "pingpong" when using only 1 frame
1668 * fixed bug with extended change target introduced in 3.0.5
1669 * fixed bug where passing over moving element doubles player speed
1670 * fixed bug with elements continuing to move into push direction
1671 * fixed bug with duplicated player when dropping bomb with shield on
1672 * added "switching" event for custom elements ("pressing" only once)
1673 * fixed switching bug (resetting flag when not switching but not idle)
1676 * fixed element tokens for certain file elements with ".active" etc.
1679 * version number set to 3.0.6
1682 * version 3.0.5 released
1685 * now four envelope elements available
1686 * font, background, animation and sound for envelope now configurable
1687 * main menu doors opening/closing animation type now configurable
1690 * active/inactive sides configurable for custom element changes
1691 * new movement type "move when pushed" available for custom elements
1694 * fixed bug in multiple config pages loader code that caused crashes
1697 * enhanced (remaining low-resolution) Supaplex graphics
1700 * version number set to 3.0.5
1703 * version 3.0.4 released
1705 2003-09-12 src/tools.c
1706 * fixed bug in custom definition of crumbled element graphics
1708 2003-09-11 src/files.c
1709 * fixed bug in multiple config pages code that caused crashes
1712 * version number set to 3.0.4
1715 * version 3.0.3 released
1718 * added music to Supaplex classic level set
1720 2003-09-07 src/libgame/misc.c
1721 * added support for loading various music formats through SDL_mixer
1723 2003-09-06 (various source files)
1724 * fixed several nasty bugs that may have caused crashes on some systems
1725 * added envelope content which gets displayed when collecting envelope
1726 * added multiple change event pages for custom elements
1728 2003-08-24 src/game.c
1729 * fixed problem with player animation when snapping and moving
1731 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1732 * fixed problem with flickering when drawing toon animations
1734 2003-08-23 src/libgame/sdl.c
1735 * fixed problem with setting mouse cursor in SDL version in fullscreen
1737 2003-08-23 src/game.c
1738 * fixed bug (missing array boundary check) which could crash the game
1741 * version number set to 3.0.3
1744 * version 3.0.2 released
1746 2003-08-21 src/game.c
1747 * fixed bug with creating inaccessible elements at player position
1749 2003-08-20 src/init.c
1750 * fixed bug with not finding current level artwork directory
1752 2003-08-20 src/files.c
1753 * fixed bug with choosing wrong engine version when playing tapes
1754 * fixed bug with messing up custom element properties in 3.0.0 levels
1757 * version number set to 3.0.2
1760 * version 3.0.1 released
1762 2003-08-17 (no source files affected)
1763 * changed all "classic" PCX image files with 16 colors or less to
1764 256 color (8 bit) storage format, because the Allegro game library
1765 cannot handle PCX files with less than 256 colors (contributed
1766 graphics are not affected and might look wrong in the DOS version)
1768 2003-08-16 src/init.c
1769 * fixed bug which (for example) crashed the level editor when defining
1770 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1771 (only set to default) -- invalid graphics now set to default graphic
1773 2003-08-16 src/init.c
1774 * fixed graphical bug of player digging/collecting/snapping element
1775 when no corresponding graphic/animation is defined for this action,
1776 resulting in player being drawn as EL_EMPTY (which should only be
1777 done to elements being collected, but not to the player)
1779 2003-08-16 src/game.c
1780 * fixed small graphical bug of player not totally moving into exit
1782 2003-08-16 src/libgame/setup.c
1783 * fixed bug with wrong MS-DOS 8.3 filename conversion
1785 2003-08-16 src/tools.c
1786 * fixed bug with invisible mouse cursor when pressing ESC while playing
1788 2003-08-16 (various source files)
1789 * added another 128 custom elements (disabled in editor by default)
1791 2003-08-16 src/editor.c
1792 * fixed NULL string bug causing Solaris to crash in sprintf()
1794 2003-08-16 src/screen.c
1795 * fixed drawing over scrollbar on level selection with custom fonts
1797 2003-08-15 src/game.c
1798 * cleanup of simple sounds / loop sounds / music settings
1800 2003-08-08 (various source files)
1801 * added custom element property for dropping collected elements
1803 2003-08-08 src/conf_gfx.c
1804 * fixed bug with missing graphic for active red disk bomb
1806 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1807 * extended variable "level.gravity" to "level.initial_gravity" and
1808 "game.current_gravity" to prevent level setting from being changed
1809 by playing the level (keeping the runtime value after playing)
1811 * fixed graphics bug when digging element that has 'crumbled' graphic
1812 definition, but not 'diggable' graphic definition
1815 * version number set to 3.0.1
1818 * version 3.0.0 released
1821 * various bug fixes; among others:
1822 - fixed bug with pushing spring over empty space
1823 - fixed bug with leaving tube while placing dynamite
1824 - fixed bug with explosion of smashed penguins
1825 - allow Murphy player graphic in levels with non-Supaplex elements
1829 * I have forgotten to document changes for some time
1832 * pre-release version 2.2.0rc1 released
1835 * version number set to 2.1.2
1838 * version 2.1.1 released
1841 * version number set to 2.1.1
1844 * version 2.1.0 released
1847 * version number set to 2.1.0
1849 2002-04-03 to 2002-05-19 (various source files)
1850 * graphics, sounds and music now fully configurable
1851 * bug fixed that prevented walking through tubes when gravity on
1853 2002-04-02 src/events.c, src/editor.c
1854 * Make Escape key less aggressive when playing or when editing level.
1855 This can be configured as an option in the setup menu. (Default is
1856 "less aggressive" which means "ask user if something can be lost"
1857 when pressing the Escape key.)
1859 2002-04-02 src/screen.c
1860 * Added "graphics setup" screen.
1862 2002-04-01 src/screen.c
1863 * Changed "choose level" setup screen stuff to be more generic (to
1864 make it easier to add more "choose from generic tree" setup screens).
1866 2002-04-01 src/config.c, src/timestamp.h
1867 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1868 automatically gets created by "src/Makefile" and contains an actual
1869 compile-time timestamp to identify development versions of the game).
1871 2002-03-31 src/tape.c, src/events.c
1872 * Added quick game/tape save/load functions to tape stuff which can be
1873 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1874 loads previously recorded tape and directly goes into recording mode
1875 from the end of the tape (therefore appending to the tape).
1877 2002-03-31 src/tape.c
1878 * Added "index mark" function to tape recorder. When playing or
1879 recording, "eject" button changes to "index" button. Setting index
1880 mark is not yet implemented, but pressing index button when playing
1881 allows very quick advancing to end of tape (when normal playing),
1882 very fast forward mode (when playing with normal fast forward) or
1883 very fast reaching of "pause before end of tape" (when playing with
1884 "pause before end" playing mode).
1886 2002-03-30 src/cartoons.c
1887 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1889 2002-03-29 src/screen.c
1890 * Changed setup screen stuff to be more generic (to make it easier
1891 to add more setup screens).
1893 2002-03-23 src/main.c, src/main.h
1894 * Various changes due to the introduction of the new libgame files
1895 "setup.c" and "joystick.c".
1897 2002-03-23 src/files.c
1898 * Generic parts of "src/files.c" (mainly setup and level directory
1899 stuff) moved to new libgame file "src/libgame/setup.c".
1901 2002-03-23 src/joystick.c
1902 * File "src/joystick.c" moved to libgame source tree, with
1903 correspondig changes.
1905 2002-03-22 src/screens.c
1906 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1907 (Wrong level series information displayed when entering main group.)
1909 2002-03-22 src/editor.c
1910 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1912 2002-03-22 src/editor.c
1913 * Changed behaviour of "Escape" key in level editor to be more
1914 intuitive: When in "Element Properties" or "Level Info" mode,
1915 return to "Drawing Mode" instead of leaving the level editor.
1917 2002-03-21 src/game.c, src/editor.c, src/files.c
1918 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1919 gems (emeralds, diamonds, ...) slipping down from normal wall,
1920 steel wall and growing wall (as in E.M.C. style levels). Although
1921 the behaviour of contributed and private levels wasn't changed (due
1922 to the use of "level.game_version"; see previous entry), editing
1923 those levels will (of course) change the behaviour accordingly.
1925 This change seems a bit too hard after thinking about it, because
1926 the EM style behaviour is not the "expected" behaviour (gems would
1927 normally only slip down from "rounded" walls). Therefore this was
1928 now changed to an element property for gem style elements, with the
1929 default setting "off" (which means: no special EM style behaviour).
1930 To fix older converted levels, this flag is set to "on" for pre-2.0
1931 levels that are neither contributed nor private levels.
1933 2002-03-20 src/files.h
1934 * Corrected settings for "level.game_version" depending of level type.
1935 (Contributed and private levels always get played with game engine
1936 version they were created with, while converted levels always get
1937 played with the most recent version of the game engine, to let new
1938 corrections of the emulation behaviour take effect.)
1940 2002-03-20 src/main.h
1941 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1942 compiling the SDL version on some systems.
1943 Thanks to the several people who pointed this out.
1946 * Version number set to 2.0.2.
1949 * Version 2.0.1 released.
1951 2002-03-18 src/screens.c
1952 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1954 2002-03-18 src/files.c [src/libgame/misc.c]
1955 * Moved some common functions from src/files.c to src/libgame/misc.c.
1957 2002-03-18 src/files.c [src/libgame/misc.c]
1958 * Changed permissions for new directories and saved files (especially
1959 score files) according to suggestions of Debian users and mantainers.
1960 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1962 2002-03-17 src/files.c
1963 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1964 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1965 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1966 for levels and "TAPE" for tapes). Old "cookie" style format is
1967 still supported for reading. New level and tape files are written
1970 * New IFF chunk "VERS" contains version numbers for file and game
1971 (where "game version" is the version of the program that wrote the
1972 file, and "file version" is a version number to distinguish files
1973 with different format, for example after adding new features).
1975 2002-03-15 src/screen.c
1976 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1977 (Before, you heard a mixture of the in-game music and the
1978 hall-of-fame music.)
1980 2002-03-14 src/events.c
1981 * Function "DumpTape()" (files.c) now available by pressing 't' from
1982 main menu (when in DEBUG mode).
1984 2002-03-14 src/game.c
1985 * "GameWon()": When game was won playing a tape, now there is no delay
1986 raising the score and no corresponding sound is played.
1988 2002-03-14 src/files.c
1989 * Changed "LoadTape()" for real chunk support and also adjusted
1990 "SaveTape()" accordingly.
1992 2002-03-14 src/game.c, src/tape.c, src/files.c
1993 * Important changes to tape format: The old tape format stored all
1994 actions with a real effect with a corresponding delay between the
1995 stored actions. This had some major disadvantages (for example,
1996 push delays had to be ignored, pressing a button for some seconds
1997 mutated to several single button presses because of the non-action
1998 delays between two action frames etc.). The new tape format just
1999 stupidly records all device actions and replays them later. I really
2000 don't know why I haven't solved it that way before?! Old-style tapes
2001 (with tape file version less than 2.0) get converted to the new
2002 format on-the-fly when loading and can therefore still be played;
2003 only some minor parts of the old-style tape handling code was needed.
2004 (A perfect conversion is not possible, because there is information
2005 missing about the device actions between two action frames.)
2007 2002-03-14 src/files.c
2008 * New function "DumpTape()" to dump the contents of the current tape
2009 in a human readable format.
2011 2002-03-14 src/game.c
2012 * Small tape bug fixed: When automatically advancing to next level
2013 after a game was won, the tape from the previous level still was
2014 loaded as a tape for the new level.
2016 2002-03-14 src/tape.c
2017 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2018 tape, cartoons did not get completely removed because
2019 StopAnimation() was not called.
2021 2002-03-13 src/files.c
2022 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2023 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2024 size even when using 16-bit elements). Added new chunk "CNT2" for
2025 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2026 chunk even when content was 16-bit element). "CNT2" should now be
2027 able to store content for arbitrary elements (up to eight blocks of
2028 3 x 3 element arrays). All "CNT2" elements will always be stored as
2029 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2031 2002-03-13 src/files.c
2032 * Changed "LoadLevel()" for real chunk support.
2034 2002-03-12 src/game.c
2035 * Fixed problem (introduced after 2.0.0 release) with penguins
2036 not getting killed by enemies
2038 2002-02-24 src/game.c, src/main.h
2039 * Added "player->is_moving"; now "player->last_move_dir" does
2040 not contain any information if the player is just moving at
2042 Before, "player->last_move_dir" was misused for this purpose
2043 for the robot stuff (robots don't kill players when they are
2044 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2045 broke tapes when walking through pipes!
2046 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2047 in a continuous movement. This fact is ignored for friends and