2 * changed internal playfield bitmap handling from playfield sized bitmap
3 to screen sized bitmap (visible scrolling area), therefore speeding up
4 graphics operations (by eliminating bitmap updates in invisible areas)
5 and removing playfield size limitations due to increasing bitmap size
6 for larger playfield sizes (while the new implementation always uses
7 a fixed playfield bitmap size for arbitrary internal playfield sizes)
10 * fixed bug with single step mode (there were some cases where the game
11 did not automatically return to pause mode, e.g. when trying to push
12 things that cannot be pushed or when trying to run against a wall)
15 * added support for loading Supaplex levels in MPX level file format
18 * fixed SP engine to set "game over" not before lead out counter done
21 * fixed (potential) compile error when using GCC option "-std=gnu99"
22 (thanks to Tom "spot" Callaway)
25 * fixed array allocation in native Supaplex engine to correctly handle
26 preceding scratch buffers (needed because of missing border checking)
27 * fixed playfield initialization to correctly add raw header bytes as
28 subsequent scratch buffer (needed because of missing border checking)
31 * most important parts of native Supaplex engine integration working:
32 - native Supaplex levels can be played in native Supaplex engine
33 - native Supaplex level/demo files ("*.sp" files) can be re-played
34 - all 111 classic original Supaplex levels automatically solvable
35 - native Supaplex engine can be selected and used from level editor
36 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
39 * fixed another translation problem from VisualBasic to C (where "int"
40 should be "short") causing unsolvable demos with bugs and terminals
41 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
44 * fixed bug when reading Supaplex single level files (preventing loader
45 from seeking to level position like in Supaplex level package files)
48 * first classic Supaplex level running and solved by solution/demo tape
51 * started with integration of native Supaplex engine, using source code
52 of Megaplex from Frank Schindler, based on original Supaplex engine
55 * version number set to 3.2.6.2
58 * version 3.2.6.1 released
61 * fixed bug with element_info[e].gfx_element not being initialized in
62 early game stage, causing native graphics in EMC level sets to be
63 mapped completely to EL_EMPTY (causing a blank screen when playing)
64 (this only happened when starting the program with an EMC set with
65 native graphics, but not when switching to such a set at runtime)
68 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
69 and using self-compiled, patched SDL.dll that solves this problem
70 (interim solution until release of SDL 1.2.14 that should fix this)
73 * extended backwards compatibility mode to allow already fixed bug with
74 change actions (see "2008-02-05") for existing levels (especially the
75 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
78 * reactivated workaround to prevent program crashes due to blitting to
79 the same SDL surface that apparently only occurs on Windows systems
80 (this is no final solution; this problem needs further investigation)
83 * version number set to 3.2.6.1
86 * version 3.2.6.0 released
89 * fixed behaviour of player option "no centering when relocating" which
90 was incorrect when disabled and relocation target inside visible area
91 and "no scrolling when relocating" enabled at the same time
94 * fixed problems with re-mapping players on playfield to input devices:
95 previously, players found on the level playfield were changed to the
96 players connected to input devices (for example, player 3 in the level
97 was changed to player 1 (using artwork of player 3, to be able to use
98 a player with a different color)); this had the disadvantage that CE
99 conditions using player elements did not work (because the players in
100 the level definition are different to those effectively used in-game);
101 the new system uses the same player elements as defined in the level
102 playfield and re-maps the input devices of connected players to the
103 corresponding player elements when playing the level (in the above
104 example, player 3 now really exists in the game and is moved using the
105 events from input device 1); level tapes still store the events from
106 input devices 1 to 4, which are then re-mapped to players accordingly
107 when re-playing the tape (just as it is done when playing the level)
110 * fixed bug with player relocation while the player switches an element
113 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
114 not walkable (and did not let the player enter) when in process of
115 opening, but not fully open yet (which can cause the player not being
116 able to enter the exit in EM/DC style levels in time)
119 * fixed some bugs regarding the new level/CE random seed reset options
122 * moved "level settings" and "editor settings" to two tabbed screens in
123 level editor to gain space for additional level property settings
124 * added level setting to start a level with always the same random seed
125 * added CE action "set random seed" to re-initialize random seed in game
126 (this is the only CE action that gets executed before the CE changes,
127 which is needed to use the newly set random seed during the CE change)
130 * fixed redraw problem of special editor door when playing from editor
133 * fixed initialization of gfx_element for level sketch image creation
136 * added switch for EM style dynamite "[ ] explodes with chain reaction"
137 (with default set to "on" for existing levels, but "off" for all new
138 levels), as EM style dynamite does not chain-explode in original EM
141 * added optional initial inventory for players (pre-collected elements)
142 * added change page actions "set player inventory" and "set CE artwork"
143 * added recognition of "player" parameter on change pages when player
144 actions are defined, but no trigger player in corresponding condition
145 (this resulted in actions that only affected the first player before)
146 * fixed bug with change actions being executed for newly created custom
147 elements resulting from custom element changes, when the intention was
148 only to check for change actions for the previous custom element
151 * changed design and size of element drawing area in level editor
152 * added "element used as action parameter" to element change actions
155 * added possibility to reanimate player immediately after his death
156 (for example, by "change to <player> when explosion of <player>")
159 * fixed bug with "gray" white door not being uncovered by magnifier
160 * added score for collecting (any) key to the white key config page
163 * added condition "deadly when <getting hit by>" for custom elements
164 that behaves a bit like the existing "deadly when <colliding with>",
165 but with the following differences:
166 - it only kills players or friends when it was moving before it hits
167 - it does not kill players or friends that try to run into it
170 * fixed the following change conditions where a player element is used
171 as the "element that is triggering the custom element change":
174 - explosion of <element>
176 (the last two conditions already worked partially, but only for the
177 first player, and not for the "Murphy" player when using "move of")
180 * fixed crash bug caused by accessing invalid element (with value -1)
181 in UpdateGameControlValues()
182 * fixed graphical bug when using two-tile movement animations with EMC
183 game engine without explicitly using native EMC graphics engine
186 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
187 try to push something (due to push delay) does not cause a dig action
190 * fixed bug with reference elements used as trigger elements on custom
191 element change pages not being recognized
192 * fixed bug with reference elements not being removed from the playfield
193 * added engine functionality that allows custom elements that "can dig"
194 other elements not only to do so when moving by themselves, but also
195 when being pushed by the player (therefore adding the functionality to
196 push one element over another element, replacing it with the new one)
199 * added command line function to write level sketch images to directory
202 * merged override and auto-override options into new override options
203 with a new data type than can take the values "no", "yes" and "auto"
206 * fixed growing steel wall to also leave behind steel wall instead of
207 normal, destructible wall
208 * fixed handling of rocks falling through stacks of quicksand with
209 different speed (before, the rocks just got stuck in the quicksand)
212 * fixed nasty bug with auto-override and normal override not working on
213 program startup (especially when current level set has custom artwork)
216 * version 3.2.5 released as special edition "R'n'D jue"
219 * fixed X11 crash bug when blitting masked title screens over background
222 * changed build system to support special editions (like "R'n'D jue")
223 * added (hardcoded) loading graphics for "R'n'D jue" special edition
224 * fixed X11 crash bug when scaling images with width/height less than 32
227 * added "background.PLAYING" (only visible as two-pixel border in game)
228 * added default level set for first start of special R'n'D version
229 * changed door animations for editor always behaving like "quick doors"
232 * added new custom artwork setup option "auto-override non-CE sets" for
233 automatic artwork override that is only used for level sets without
234 custom element artwork (as it does not make much sense to override
235 any artwork that redefines custom element artwork for sets using CEs)
236 * fixed default artwork for "special" R'n'D versions always using the
237 "classic" artwork as the base if base artwork is not explicitly
238 defined in "levelinfo.conf", regardless of different default artwork
239 used by the special R'n'D version -- this is needed because any such
240 custom artwork is designed using the "classic" artwork definitions as
241 the base (including menu definitions and screen positions etc., which
242 would otherwise be taken from the different special default artwork)
245 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
246 for both EMC and R'n'D graphics engine (heavy workarounds needed due
247 to massively broken handling of quicksand in R'n'D game engine)
248 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
249 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
252 * fixed small bug in toon drawing (introduced when fixing the crash bug)
255 * added graphics definition "game.panel.highscore" to display the
256 current levels current high score in the game panel
259 * version number set to 3.2.5
262 * version 3.2.4 released
265 * fixed crash bug in toon drawing functions for large step offset values
268 * fixed some problems with displaying game panel when quick-loading tape
271 * fixed (experimental only) redrawing of every tile per frame (even if
272 unneeded) for the extended (R'n'D based) EMC graphics engine
273 * added optimization to only calculate element count for panel display
274 if really needed (that is, if element count values defined on panel)
275 * fixed problem with special editor door redraw when entering main menu
278 * fixed bug with displaying background for title messages on info screen
279 * some code cleanup for the extended (R'n'D based) EMC graphics engine
282 * fixed bug with CE action "move player" always resulting in player 4
283 if there was a CE action with no trigger player (because the player
284 element was calculated by using log_2() from trigger player bits with
285 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
286 triggering player bit mask and handling all players in "move player"
287 * fixed bug when defined artwork cannot be found for artwork that has
288 default artwork cloned from other artwork (without default filename)
289 * added several fixes to the extended (R'n'D based) EMC graphics engine
292 * fixed broken editor copy and paste for custom elements between levels
295 * title messages are now also searched in graphics artwork directory;
296 those found in graphics directory have precendence over those found
297 in level directory -- this handles title messages stored in graphics
298 directories as part of the artwork set, just like title images; this
299 makes sense, as corresponding special font definitions for messages
300 are usually defined in the same graphics artwork directory, and also
301 because title images and title messages that are combined in a level
302 set introduction should usually not be separated when the level set
303 is used with a different artwork set (e.g. using "override graphics")
304 * fixed problem with door borders on main screen by first drawing doors
305 and then the corresponding border masks, but not vice versa
306 * fixed problem with artwork config entries using the value "[DEFAULT]";
307 this does not what one might expect, but sets the value to an invalid
308 value -- solution: simply ignore such entries, which results in this
309 value keeping its previous (real) default value (in general, entries
310 that should use their default value should just not be defined here)
311 * fixed problem with wrong fading area size from main menu to setup menu
314 * fixed problem with broken crumbled graphics after level set changes
315 when using R'n'D custom artwork with level sets using the EMC engine
318 * fixed invisible "joysticks deactivated ..." text on setup input screen
321 * added use of hashes created from static lists (element tokens, image
322 config, font tokens) to speed up lookup of configuration parameters
323 * fixed bug where element and graphic config token lookup was mixed up
326 * added "busy" animation when initializing program and loading artwork
327 * added initialization profiling for program startup (debugging only)
330 * fixed(?) very strange bug apparently triggered by memset() when code
331 was cross-compiled with MinGW cross-compiler for Windows XP platform
332 (this only happened when using SDL.dll also self-compiled with MinGW)
335 * added graphics engine directive "border.draw_masked_when_fading" that
336 enables/disables drawing of border mask over screen that is just faded
339 * fixed small problem with separate fading definition for game screen
342 * added additional configuration directives for setup screen draw offset
343 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
344 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
345 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
346 used to define draw offset on custom artwork selection screens and
347 "CHOOSE_OTHER" is used on all other list style selection screens, like
348 choosing game speed or screen mode for fullscreen mode)
349 * added additional configuration directives to define main menu buttons:
350 - menu.button_name and menu.button_name.active
351 - menu.button_levels and menu.button_levels.active
352 - menu.button_scores and menu.button_scores.active
353 - menu.button_editor and menu.button_editor.active
354 - menu.button_info and menu.button_info.active
355 - menu.button_game and menu.button_game.active
356 - menu.button_setup and menu.button_setup.active
357 - menu.button_quit and menu.button_quit.active
358 * added eight pure decoration graphic definitions for the game panel
361 * added support for accessing native Diamond Caves II level packages
362 * fixed displaying of game panel values for Emerald Mine game engine
363 * fixed displaying end-of-level time and score values on new game panel
366 * added game panel control to display arbitrary elements on game panel
367 * added game panel control to display custom element score (globally
368 unique for identical custom elements) either as value or as element
369 * added ".draw_masked" and ".draw_order" to game panel control drawing
372 * fixed some general bugs with handling of ".active" elements and fonts
375 * cleanup of game panel elements (some elements were not really needed)
376 * added displaying of gravity state (on/off) as new game panel control
377 * added animation for game panel elements (similar to game elements)
380 * added new pseudo game mode "PANEL" to define panel fonts and graphics
381 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
382 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
383 (else graphics would have to use ".PLAYING", which would be confusing)
384 * fixed bug when fading out to game screen with border mask defined
387 * added attribute ".tile_size" for element style game panel controls
390 * added <space> key as additional valid key to use for confirm requester
393 * improved menu fading, adding separate fading definitions for entering
394 and leaving a "content" screen (in general), and optional definitions
395 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
398 * added (currently invisible) setup option to define scroll delay value
399 * fixed small bug in priority handling when auto-detecting level start
400 position in levels without player element (but player from CE etc.)
401 * added option "game.forced_scroll_delay_value" to override user choice
402 of scroll delay value for certain level sets with "graphicsinfo.conf"
403 * replaced setup option "scroll delay: on/off" by new setup option that
404 directly allows selecting the desired scroll delay value from 0 to 8
407 * added displaying of most game panel control elements (not animated)
410 * added new configuration directives to display additional game engine
411 values on the game control panel, like the following examples:
412 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
413 - game.panel.penguins - number of penguins to rescue
414 - game.panel.level_name - level name of current level
417 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
420 * added new player option "no centering when relocating" for "invisible"
421 teleportations to level areas that look exactly the same, giving the
422 illusion that the player did not relocate at all (this was the default
423 since 3.2.3, but caused visual problems with room creation in "Zelda")
424 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
427 * improved menu fading, adding separate fading definitions for entering
428 and leaving a menu and for fading between menu and "content" screens
429 * fixed small bug with recognizing also ".font_xyz" style definitions
432 * improved menu fading, adding separate fading definitions for fading
433 between menu screens and fading between menu and "destination" screens
436 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
437 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
438 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
439 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
441 * improved title fading, allowing fading animation types "none", "fade"
442 and "crossfade" (including cross-fading of last title to main menu)
445 * added configurability of graphics, sounds and music for title screens,
446 which are separated into initial title screens (only shown once at
447 program startup) and title screens shown for a given level set; these
448 title screens can be composed of up to five title images and up to
449 five title text messages (each drawn using an optional background
450 image), also using background music and/or sounds; aspects like
451 background images, sounds and music of title screens can either be
452 defined generally (valid for all title screens) or specifically (and
453 therefore differently for each title screen) using these directives:
455 to define a background image, sound or music file for all screens:
456 - background.TITLE_INITIAL (for all title screens for game startup)
457 - background.TITLE (for all title screens for level sets)
459 to define a background image, sound or music file for a single screen:
460 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
461 - background.titlescreen_x (with x in 1,2,3,4,5)
462 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
463 - background.titlemessage_x (with x in 1,2,3,4,5)
465 to define the title screen images:
466 - titlescreen_initial_x (with x in 1,2,3,4,5)
467 - titlescreen_x (with x in 1,2,3,4,5)
469 to define the title text messages, place text files into the level set
470 directory that have the following file names:
471 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
472 - titlemessage_x.txt (with x in 1,2,3,4,5)
474 to define the properties of the text messages, either use directives
475 that affect all text messages:
476 - [titlemessage_initial].<suffix>
477 - [titlemessage].<suffix>
478 or use directives that affect single text messages:
479 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
480 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
482 valid values for <suffix> are the same as for readme.<suffix> below;
483 use ".sort_priority" (default: 0) to define an arbitrary order for
484 title images and title messages (which can therefore be mixed)
487 * added full configurability of "readme.txt" screen appearance:
488 - readme.x: <left position used with alignment>
489 - readme.y: <top position>
490 - readme.width: <maximim text width in pixels>
491 - readme.height: <maximum text height in pixels>
492 - readme.chars: <maximum number of chars per line>
493 - readme.lines: <maximum number of lines displayed>
494 - readme.align: left,center,right (default: center)
495 - readme.top: top,middle,bottom (default: top)
496 - readme.font: font name
497 - readme.autowrap: true,false (default: true)
498 - readme.centered: true,false (default: false)
499 - readme.parse_comments: true,false (default: true)
500 - readme.sort_priority: (not used here, but only for title screens)
501 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
502 default), they are automatically determined from "readme.width" and
503 "readme.height" accordingly; when they are not "-1", they have
504 precedence over "readme.width" and "readme.height"
505 * added internal ad-hoc config settings for displaying text files like
506 title messages or "readme.txt" style level set info files:
507 - .font: font name (default: readme.font)
508 - .autowrap: true,false (default: readme.autowrap)
509 - .centered: true,false (default: readme.centered)
510 - .parse_comments: true,false (default: readme.parse_comments)
511 (the leading '.' and the separating ':' are mandatory here); to use
512 these ad-hoc settings, they have to be written inside a comment, like
513 "# .autowrap: false" or "# .centered: true"; these settings then
514 override the above global settings (they can even be used more than
515 once, like "# .centered: true", then some text that should be drawn
516 centered, then "# .centered: false" to go back to non-centered text;
517 important note: after using "# .parse_comments: false", or when using
518 "readme.parse_comments: false", detecting and parsing comments inside
519 the file is disabled and comments are just printed like normal text;
520 also be aware that all automatic text size calculations are done with
521 the font defined in "readme.font", while using different fonts using
522 "# .font: <font>" inside the text file may cause unexpected results
525 * changed some numerical limits in the level editor from 255 to 999
528 * added option "system.sdl_videodriver" to select SDL video driver
529 * added output of SDL video and audio driver to "version info" page
532 * added group element drawing to IntelliDraw drawing functions
533 * fixed animation resetting problem again (last try broke Snake Bite)
534 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
537 * added new (special) "include: <filename>" directive that works in all
538 configuration files (like "graphicsinfo.conf") and that has the same
539 effect as if that directive would be replaced with the content of the
540 specified file (this can be useful to split large configuration files
541 into several smaller ones and include them from one main file, or to
542 store configuration settings that always stay the same into a separate
543 file, while including it and only add those parts that really change)
546 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
549 * fixed bug in "InitMovingField()" where treating an integer array as
550 boolean caused wrong resetting of animations while elements are moving
551 * fixed problem with resetting animations when starting element change
554 * added sort priority for order of title screens and title messages
557 * changed end of game again: do not wait for the user to press a key
558 anymore, but directly ask/confirm tape saving and go to hall of fame
559 * re-enabled quitting of lost game by pressing space or return again
560 * added blanking of mouse pointer when displaying title screens
561 * added remaining menu draw offset definitions for info sub-screens
564 * added setup option to select game speed (from very slow to very fast)
565 * improved handling of title text messages (initial and for level set)
568 * added new options "auto-wrap" and "centered" for DC2 style envelopes
571 * fixed displaying and typing of player name when it is centered
572 * added special characters to be allowed for player name (not only A-Z)
575 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
576 (newer versions of the SDL library seem to not like this anymore)
579 * added code for configuration directives for control of game panel
582 * fixed small cosmetical bug with underlining property tabs in editor
585 * fixed small drawing bug in X11FadeRectangle
586 * added new elements for newly supported Diamond Caves II levels:
587 - EM/DC style exits that disappear after passing
588 - white key and gate (one white key needed for each white gate)
589 - fake gate (there is no key to open/pass this kind of gate!)
590 - extended magic wall which also handles pearls and crystals
594 * changed maximum value for endless loop detection to a higher value
595 (some levels really used very deep recursion without being endless)
598 * added new elements for newly supported Diamond Caves II levels:
599 - growing steel walls
600 - snappable land mine
603 * added new elements for newly supported Diamond Caves II levels:
604 - steel text elements
607 * added level file loader for native Diamond Caves II levels
610 * version number set to 3.2.4
613 * version 3.2.3 released
616 * fixed malloc/free bug when updating EMC artwork entries in level list
617 * added workaround (warning and request to quit the current game) when
618 changing elements cause endless recursion loop (which would otherwise
619 freeze the game, causing a crash-like program exit on some systems)
622 * fixed nasty string overflow bug when entering too long envelope text
625 * added feedback sounds for menu navigation "menu.item.activating" and
626 "menu.item.selecting" (for highlighting and executing menu entries)
629 * improved "no scrolling when relocating" to also consider scroll delay
630 (meaning that the player is not automatically centered in this case;
631 this makes it possible to "invisibly" relocate the player to a region
632 of the level playfield which looks the same as the old level region)
633 * fixed bug with not recognizing "main.input.name.align" when active
636 * fixed bug with displaying masked borders over title screens when
637 screen fading is disabled
640 * fixed infinite loop / crash bug when killing the player while having
641 a CE with the setting "kill player X when explosion of <player X>"
642 * added special editor graphic for "char_space" to distinguish it from
643 "empty_space" when editing a level (in-game graphics still the same)
646 * fixed nasty bug with initialization only done for the first player
649 * small change to handle loading empty element/content list micro chunks
652 * uploaded pre-release (test) version 3.2.3-0 binary and source code
655 * some optimizations on startup speed by reducing initial text output
658 * added caching of custom artwork information for faster startup times
661 * fixed graphical bug when using fewer menu entries on level selection
662 screen than usual (with "menu.list_size.LEVELS" directive)
663 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
664 the backbuffer to the backbuffer by error (with identical rectangle)
667 * fixed bug when displaying titlescreen with size less than element tile
668 * fixed bug that caused elements with "change when digging <e>" event
669 to change for _every_ digged element, not only those specified in <e>
670 * fixed bug that caused impact style collision when dropping element one
671 tile over the player that can both fall down and smash players
672 * fixed bug that caused impact style collision when element changed to
673 falling/smashing element over the player immediately after movement
676 * fixed bug that allowed making engine snapshots from the level editor
679 * fixed bugs with player name and current level positions on main screen
682 * added configuration directives for control of title screens:
683 - "title.fade_delay" for fading time
684 - "title.post_delay" for pause between screens (when not crossfading)
685 - "title.auto_delay" to automatically continue after some time
686 these settings can each be overridden by specifying them with titles:
687 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
688 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
689 fading mode can also be specified:
690 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
691 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
692 default is using normal fading for menues and initial title screens,
693 while using cross-fading for level set title screens
694 * fixed bug with background not drawn in Hall of Fame after game was won
697 * added configuration directives for the remaining main menu items
700 * added additional configuration directives for info screen draw offset:
701 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
702 * added additional configuration directives for preview info text
703 * limited mouse wheel sensitive screen area to scrollable screen area
706 * added highlighted menu text entries to menu navigation when selected
709 * fixed bug that prevented player from correctly being created in the
710 top left corner by a custom element change in a level without player
711 * fixed bug that prevented player from being killed when indestructible,
712 non-walkable element is placed on player position by extended change
713 * added configurable menu button, text and input positions to main menu
716 * added page fading effects for remaining info sub-screens
717 * fixed small bug that caused some delays when answering door request
720 * added directives "border.draw_masked.*" for menu/playfield area and
721 door areas to display overlapping/masked borders from "global.border"
724 * fixed bug with CE with move speed "not moving" not being animated
725 * when changing player artwork by CE action, reset animation frame
728 * fixed bug with not unmapping main menu screen gadgets on other screens
729 * fixed bug with un-pausing a paused game by releasing still pressed key
730 * fixed bug with not redrawing screen when toggling to/from fullscreen
731 mode while fast reloading tape (without redrawing playfield contents)
732 * fixed bug with quick-saving tape snapshot despite answering with "no"
735 * version number set to 3.2.3
738 * version 3.2.2 released
741 * fixed bug with redrawing screen in fullscreen mode after quick tape
742 reloading when using the EMC game engine
743 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
746 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
749 * added engine snapshot functionality for instant tape reloading (this
750 only works for the last tape saved using "quick save", and does not
751 work across program restarts, because it completely works in memory)
754 * version number set to 3.2.2
757 * version 3.2.1 released
760 * fixed nasty bugs with handling error message file on Mac OS X systems
763 * general code cleanup (removing many annoying "#if 0" blocks etc.)
766 * fixed bug that caused broken tapes when manually appending to tapes
767 using the "pause before death" functionality, followed by recording
768 * added setup option to disable fading of screens for faster testing
771 * code cleanup of new fading functions
774 * changed behaviour after solved game -- do not immediately stop engine
775 * added some more smooth screen fadings (game start, hall of fame etc.)
778 * fixed bug with displaying pushed CE with value/score/delay anim_mode
781 * added configurable level preview position, tile size and dimensions
782 * added configurable game panel value positions (gems, time, score etc.)
785 * fixed small bug with time displayed incorrectly when collecting CEs
788 * fixed bug with bumpy scrolling with EM engine in double player mode
791 * added compatibility code to fix "Snake Bite" style levels that were
792 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
795 * fixed bug with scrollbars inside editor when using the Windows mouse
796 enhancement tool "True X-Mouse" (which injects key events to the event
797 queue to insert selected stuff into the Windows clipboard, which gets
798 confused with the "Insert" key for jumping to the last editor cascade
799 block in the element list)
800 * added Rocks'n'Diamonds icon for use as window icon to SDL version
801 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
804 * added selection of preferred fullscreen mode to setup / graphics menu
805 (useful if default mode 800 x 600 does not match screen aspect ratio)
808 * improved down-scaling of images for better editor and preview graphics
809 * changed user data directory for Mac OS X from Unix style to new place
812 * improved level number selection in main menu and player selection in
813 setup menu (input devices section) by using standard button gadgets
814 * added support for mouse scroll wheel (caused buggy behaviour before)
815 * added support for scrolling horizontal scrollbars with mouse wheel by
816 holding "Shift" key pressed while scrolling the wheel
817 * added support for single step mouse wheel scrolling by holding "Alt"
818 key pressed while scrolling the wheel (can be combined with "Shift")
819 * changed output file "stderr.txt" on Windows platform now always to be
820 created in the R'n'D sub-directory of the personal documents directory
821 * added Windows message box to direct to "stderr.txt" after error aborts
824 * improved general scrollbar handling (when jump-scrolling scrollbars)
827 * changed scrollbars to always show last line as first after scrolling
828 (that means jumping n - 1 screen lines instead of n screen lines)
831 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
832 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
833 * fixed special handling of vertically stacked acid becoming fake acid
836 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
837 affect multiple instances of the same CE, although this kind of
838 change condition usually only affects one single custom element
841 * version number set to 3.2.1
844 * version 3.2.0 released
847 * reorganized level editor element list a bit to match engines better
850 * fixed newly introduced bug with wrongly initializing clipboard element
853 * fixed bug with displaying visible/invisible level border in editor
856 * reorganized some elements in the level editor element list
859 * fixed bug with displaying any player as "yellow" when moving into acid
860 * fixed bug with displaying running player when player stopped at border
863 * fixed bug with player exploding when moving into acid
864 * fixed bug with level settings being reset in editor and when playing
865 (some compatibility settings being set not only after level loading)
866 * fixed crash bug when number of custom graphic frames was set to zero
867 * fixed bug with teleporting player on walkable tile not working anymore
868 * added partial compatibility support for pre-release-only "CONF" chunk
869 (to make Alan Bond's "color cycle" demo work again :-) )
872 * fixed some bugs when displaying title screens from info screen menu
873 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
876 * changed file major version to 3 to reflect level file format changes
877 * uploaded pre-release (test) version 3.2.0-8 binary and source code
880 * added new chunk "NAME" to level file format for level name settings
881 * added new chunk "NOTE" to level file format for envelope settings
882 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
883 * updated magic(5) file to recognize changed and new level file chunks
884 * removed change events "change when CE value/score changes" as unneeded
887 * changed gravity (which only affects the player) from level property
888 to player property (only makes a difference in multi-player levels)
889 * added change events "change when CE value/score changes"
890 * added change events "change when CE value/score changes of <element>"
893 * added new chunk "INFO" to level file format for global level settings
894 * added all element settings from "HEAD" chunk to "CONF" chunk
895 * added all global level settings from "HEAD" chunk to "INFO" chunk
898 * changed level file format by adding two new chunks "CUSX" (for custom
899 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
900 elements, replacing the previous "GRP1" chunk); these new IFF style
901 chunks use the new and flexible "micro chunks inside chunks" technique
902 already used with the new "CONF" chunk (for normal element properties)
903 which makes it possible to easily extend the existing level format
904 (instead of using fixed-length chunks like before, which are either
905 too big due to reserved bytes for future use, or too small when those
906 reserved bytes have all been used and even more data should be stored,
907 requiring the replacement by new and larger chunks just like it went
908 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
911 * added credits pages to the "credits" section that were really missing
912 * added some missing element descriptions to the level editor
913 * added down position of switchgate switch to the level editor
914 and allowed the use of both switch positions at the same time
915 * changed use of "Insert" and "Delete" keys to navigate element list in
916 level editor to start of previous or next cascading block of elements
919 * added the possibility to view the title screen to the info screen menu
920 * fixed some minor bugs with viewing title screens
923 * fixed bug with title (cross)fading in/out when using fullscreen mode
926 * fixed bug that forced re-defining of menu settings in local graphics
927 config file which are already defined in existing base config file
928 * fixed small bug that caused door sounds playing when music is enabled
931 * added the possibility to define up to five title screens for each
932 level set that are displayed after loading using (cross)fading in/out
933 (this was added to display the various start images of the EMC sets)
936 * added "CE score gets zero [of]" to custom element trigger conditions
937 * added setup option to display element token name in level editor
940 * added compatibility code for Juergen Bonhagen's menu artwork settings
943 * fixed bug with displaying wrong animation frame 0 after CE changes
944 * fixed bug with creating invisible elements when light switch is on
947 * added selection between ECS and AGA graphics for EMC levels to setup
950 * adjusted font handling for various narrow EMC style fonts
953 * changed EM engine behaviour back to re-allow initial rolling springs
956 * fixed handling of over-large selectboxes (less error-prone now)
957 * fixed bug when creating GE with walkable element under the player
960 * added use of "Insert" and "Delete" keys to navigate element list in
961 level editor to start of custom elements or start of group elements
962 * added virtual elements to access CE value and CE score of elements:
963 - "CE value of triggering element"
964 - "CE score of triggering element"
965 - "CE value of current element"
966 - "CE score of current element"
969 * fixed "grass" to "sand" in older EM levels (up to file version V4)
972 * changed behaviour of network games with internal errors (because of
973 different client frame counters) from immediately terminating R'n'D
974 to displaying an error message requester and stopping only the game
975 (also to prevent impression of crashes under non command-line runs)
976 * fixed playing network games with the EMC engine (did not work before)
977 * fixed bug with not scrolling the screen in multi-player mode with the
978 focus on player 1 when all players are moving in different directions
979 * fixed bug with keeping pointer to gadget even after its deallocation
980 * fixed bug with allowing "focus on all players" in network games
981 * fixed bug with player focus when playing tapes from network games
984 * uploaded pre-release (test) version 3.2.0-7 binary and source code
987 * code cleanup for game action control for R'n'D and EMC game engine
990 * fixed bug in multi-player movement with focus on both players
991 * added option to control only the focussed player with all input
994 * added player focus switching to level tape recording and re-playing
997 * fixed some bugs in player focus switching in EMC and RND game engine
1000 * added special Supaplex animations for Murphy digging and snapping
1001 * added special Supaplex animations for Murphy being bored and sleeping
1004 * added four new yam yams with explicit start direction for EMC engine
1005 * fixed bug in src/libgame/text.c with printing text outside the window
1008 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1011 * added delayed ignition of EM style dynamite when used in R'n'D engine
1012 * added limited movement range to EMC engine when focus on all players
1015 * fixed bug with missing (zero) score values for native Supaplex levels
1018 * added "continuous snapping" (snapping many elements while holding the
1019 snap key pressed, without releasing the snap key after each element)
1020 as a new player setting for more compatibility with the classic games
1023 * finished scrolling for "focus on all players" in EMC graphics engine
1026 * level sets with "levels: 0" are ignored for levels, but not artwork
1027 * fixed bug when scanning empty level group directories (endless loop)
1030 * fixed bug with explosion graphic for player using "Murphy" graphic
1031 * fixed bug with explosion graphic if player leaves explosion in time
1032 * changed some descriptive text in setup menu to use medium-width font
1033 * added key shortcut settings for switching player focus to setup menu
1036 * fixed bug with random value initialization when recording tapes
1037 * fixed bug with playing single player tapes when team mode activated
1040 * fixed little bug when trying to switch to player that does not exist
1043 * added player switching (visual and quick) to R'n'D and EM game engine
1044 * added setup option to select visual or quick in-game player switching
1047 * added use of "Home" and "End" keys to handle element list in editor
1050 * fixed bug with adding score when playing tape with EMC game engine
1051 * added steel wall border for levels using EMC engine without border
1052 * finally fixed delayed scrolling in EMC engine also for small levels
1055 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1058 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1059 * fixed bug when displaying info element without action, but direction
1062 * fixed minor graphical problems with springs smashing and slurping
1063 (when using R'n'D style graphics instead of EMC style graphics)
1066 * added scroll delay (as configured in setup) to EMC graphics engine
1069 * improved screen redraw for EMC graphics engine (faster and smoother)
1070 * when not scrolling, do not redraw the whole playfield if not needed
1073 * added multi-player mode for EMC game engine (with up to four players)
1076 * added android (can clone elements) from EMC engine to R'n'D engine
1079 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1082 * added selectbox for initial player speed to player settings in editor
1085 * version 3.1.2 created that is basically version 3.1.1, but with a
1086 major bug fixed that prevented editing your own private levels
1087 * version 3.1.2 released
1090 * added magic ball (creates elements) from EMC engine to R'n'D engine
1093 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1096 * fixed bug when using "CE can leave behind <trigger element>"
1097 * added new change condition "(after/when) creation of <element>"
1098 * added new change condition "(after/when) digging <element>"
1099 * fixed bug accessing invalid gadget that caused crashes under Windows
1100 * deactivated new possibility for multiple CE changes per frame
1103 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1106 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1107 * fixed bug with not keeping CE value for moving CEs with only action
1108 * changed CE action selectboxes in editor to be only reset when needed
1111 * added option "use artwork from element" for custom player artwork
1112 * added option "use explosion from element" for player explosions
1115 * added cascaded element lists in the level editor
1116 * added persistence for cascaded element lists by "editorcascade.conf"
1117 * added dynamic element list with all elements used in current level
1118 * added possibility for multiple CE changes per frame (experimental)
1121 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1124 * changed "score for each 10 seconds/steps left" to "1 second/step"
1125 * added own score for collecting "extra time" instead of sharing it
1126 * added change events "switched by player" and "player switches <e>"
1127 * added change events "snapped by player" and "player snaps <e>"
1128 * added "set player artwork: <element choice>" to CE action options
1129 * added change event "move of <element>"
1132 * added "set player shield: off / normal / deadly" to CE action options
1133 * added new player option "use level start element" in level editor
1134 to set the correct focus at level start to elements from which the
1135 player is created later (this did not work before for cascaded CE
1136 changes resulting in creation of the player; it is now also possible
1137 to create the player from a yam yam which is smashed at level start)
1140 * added "set player speed: frozen (not moving)" to CE action options
1141 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1144 * added new player option "block snap field" (enabled by default) to
1145 make it possible to show a snapping animation like in Emerald Mine
1148 * added dynamic selectboxes to custom element action settings in editor
1149 * added "CE value" counter for custom elements (instead of "CE count")
1150 * added option to use the last "CE value" after custom element change
1151 * added option to use the "CE value" of other elements in CE actions
1152 * fixed odd behaviour when pressing time orb in levels w/o time limit
1153 * added checkbox "use time orb bug" for older levels that use this bug
1156 * added missing configuration settings for the following elements:
1157 - EL_TIMEGATE_SWITCH (time of open time gate)
1158 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1159 - EL_SHIELD_NORMAL (time of shield duration)
1160 - EL_SHIELD_DEADLY (time of shield duration)
1161 - EL_EXTRA_TIME (time added to level time)
1162 - EL_TIME_ORB_FULL (time added to level time)
1165 * added "wind direction" as a movement pattern for custom elements
1166 * added initial wind direction for balloon / custom elements to editor
1167 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1170 * added parameters for "game of life" and "biomaze" elements to editor
1173 * added level file chunk "CONF" for generic level and element settings
1176 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1179 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1180 * added sound action ".page[1]" to ".page[32]" for each CE change page
1183 * added image config suffix ".clone_from" to copy whole image settings
1184 * fixed bug with invalid ("undefined") CE settings in old level files
1187 * fixed graphical bug with smashing elements falling faster than player
1190 * fixed major bug which prevented private levels from being edited
1191 * fixed bug with precedence of general and special font definitions
1194 * fixed graphical bug with player animation when player moves slowly
1197 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1200 * fixed bug which prevented "global.num_toons: 0" from working
1203 * major code cleanup (removed all these annoying "#if 0" blocks)
1206 * added custom element actions for CE change page in level editor
1209 * fixed music initialization bug in init.c (thanks to David Binderman)
1210 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1211 (this bug must probably be fixed at other places, too)
1214 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1215 (should be '#include <SDL.h>' instead)
1218 * fixed bug which prevented "walkable from no direction" from working
1219 (due to compatibility code overwriting this setting after loading)
1222 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1225 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1226 * version 3.1.1 released
1229 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1230 on 64-bit architecture systems with LP64 data model
1233 * fixed bug with bombs not exploding when hitting the last level line
1234 (introduced after the release of 3.1.0)
1237 * added support for dumping small-sized level sketches from editor
1240 * added recognition of "trigger element" for "change digged element to"
1241 (this is not really what the "trigger element" was made for, but its
1242 use may seem obvious for leaving back digged elements unchanged)
1245 * fixed multiple warnings about failed joystick device initialization
1248 * fixed bug with dynamite dropped on top of just dropped custom element
1249 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1250 dynamite can still be dropped, but drop key must be released before
1253 * fixed bug with wrong start directory when started from file browser
1254 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1257 * fixed bug causing "change when impact" on player not working
1258 * fixed wrong priority of "hitting something" over "hitting <element>"
1259 * fixed wrong priority of "hit by something" over "hit by <element>"
1262 * fixed graphical bug which caused the player (being Murphy) to show
1263 collecting animations although the element was collected by penguin
1266 * fixed two bugs causing wrong door background graphics in system.c
1267 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1270 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1271 * added "no direction" to "walkable/passable from" selectbox options
1274 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1275 * in tape autoplay, not only report broken, but also missing tapes
1278 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1281 * fixed small bug with "linear" animation not working for active lamp
1284 * fixed bug with moving up despite gravity due to "block last field"
1285 * fixed small bug with wrong draw offset when typing name in main menu
1286 * when reading user names from "passwd", ignore data after first comma
1287 * when creating new "levelinfo.conf", only write some selected entries
1290 * fixed displaying "imported from/by" on preview with empty string
1291 * fixed ignoring draw offset for fonts used for level preview texts
1294 * fixed a delay problem with SDL and too many mouse motion events
1295 * added setup option "skip levels" and level skipping functionality
1298 * added move speed "not moving" for non-moving CEs, but with direction
1301 * fixed mapping of obsolete element token names in "editorsetup.conf"
1302 * fixed bug with sound "acid.splashing" treated as a loop sound
1303 * fixed some little sound bugs in native EM engine
1306 * fixed small bug when dragging scrollbars to end positions
1309 * added editor element descriptions written by Aaron Davidson
1312 * improved fallback handling when configured artwork is not available
1313 (now using default artwork instead of exiting when files not found)
1316 * fixed bug on level selection screen when dragging scrollbar
1319 * fixed bug which caused broken tapes when appending to EM engine tapes
1322 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1325 * added code to replace changed artwork config tokens with other tokens
1326 (needed for backwards compatibility, so that older tokens still work)
1329 * added native R'n'D graphics for some new EMC elements in EM engine
1332 * fixed some bugs in the EM engine integration code
1333 * changed EM engine code to allow diagonal movement
1334 * changed EM engine code to allow use of separate snap and drop keys
1337 * fixed some redraw bugs when using EM engine
1340 * fixed bug with not converting RND levels which are set to use native
1341 engine to native level structure when loading
1344 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1347 * version number set to 3.2.0
1350 * level data now reset to defaults after attempt to load invalid file
1353 * added use of "editorsetup.conf" for different level sets
1356 * added auto-detection for various types of Emerald Mine level files
1359 * fixed bug with scrollbars getting too small when list is very large
1362 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1365 * added most level editor configuration gadgets for new EMC elements
1368 * added more element and graphic definitions for new EMC elements
1371 * modified native EM engine to use integrated R'n'D sound system
1374 * added SDL support to graphics functions in native EM engine
1375 (by always using generic libgame interface functions)
1378 * fixed bug in frame synchronization in native EM engine
1381 * added code to convert levels between R'n'D and native EM engine
1384 * new Emerald Mine engine can now play levels selected in main menu
1387 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1388 (which creates scaled down graphics for level editor and preview);
1389 there's still a memory leak somewhere in the artwork handling code
1390 * added "scale image up" functionality to X11 version of zoom function
1393 * first attempts to integrate new, native Emerald Mine Club engine
1396 * fixed bug in gadget code which caused reset of CEs in level editor
1397 (example: pressing 'b' [grab brush] on CE config page erased values)
1398 (solution: check if gadgets in ClickOnGadget() are really mapped)
1399 * improved level change detection in editor (settings now also checked)
1400 * fixed bug with "can move into acid" and "don't collide with" state
1403 * fixed maze runner style CEs to use the configured move delay value
1406 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1409 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1410 * fixed the above fix because it broke level set "machine" (*sigh*)
1411 * fixed random element placement in level editor to work as expected
1412 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1415 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1418 * fixed bug (missing array boundary check) which caused broken tapes
1419 * fixed bug (when loading level template) which caused broken levels
1420 * fixed bug with new block last field code when using non-yellow player
1423 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1424 * internal change of how the player blocks the last field when moving
1425 * fixed blocking delay of last field for EM and SP style block delay
1426 * fixed bug where the player had to wait for the usual move delay after
1427 unsuccessfully trying to move, when he directly could move after that
1428 * the last two changes should make original Supaplex level 93 solvable
1429 * improved use of random number generator to make it less predictable
1430 * fixed behaviour of slippery SP elements to let slip left, then right
1433 * fixed bug with wrong door state after trying to quickload empty tape
1434 * fixed waste of static memory usage of the binary, making it smaller
1435 * fixed very little graphical bug in Supaplex explosion
1438 * version number set to 3.1.1
1441 * version 3.1.0 released
1444 * fixed bug with crash when writing user levelinfo.conf the first time
1447 * added option "convert LEVELDIR [NR]" to command line batch commands
1448 * re-converted Supaplex levels to apply latest engine fixes
1449 * changed "use graphic/sound of element" to "use graphic of element"
1450 due to compatibility problems with some levels ("bug machine" etc.)
1453 * fixed bug with CE change replacing player with same or other player
1456 * fixed bug with opaque font in envelope with background graphic when
1457 background graphic is not transparent itself
1460 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1461 * corrected original Supaplex level loading code to use these new ports
1462 * also corrected Supaplex loader to auto-count infotrons if set to zero
1465 * fixed bug with missing initialization of "modified" flag for GEs
1468 * fixed bug that caused endless recursion loop when relocating player
1469 * fixed tape recorder bug in "step mode" when using "pause before end"
1470 * fixed tape recorder bug when changing from "warp forward" mode
1473 * fixed bug with "when touching" for pushed elements at last position
1476 * fixed bug that caused two activated toolbox buttons in level editor
1477 * fixed bug with exploding dynabomb under player due to other explosion
1480 * fixed bug with creating walkable custom element under player (again)
1481 * fixed bug with not copying explosion type when copying CEs in editor
1482 * fixed graphical bug when drawing player in setup menu (input devices)
1483 * fixed graphical bug when the player is pushing an accessible element
1484 * fixed bug with classic switchable elements triggering CE changes
1485 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1486 * fixed crash bug when CE leaves behind the trigger player element
1489 * fixed bug with broken tubes after placing/exploding dynamite in them
1490 * fixed bug with exploding dynamite under player due to other explosion
1491 * fixed bug with not resetting push delay under certain circumstances
1494 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1495 * added network multiplayer code for Windows (thanks to Niko Böhm)
1498 * added option "reachable despite gravity" for gravity movement
1499 * changed gravity movement of most classic walkable and passable
1500 elements back to "not reachable" (for compatibility reasons)
1503 * fixed (removed) "indestructible" / "can explode" dependency in editor
1504 * fixed (removed) "accessible inside" / "protected" dependency
1505 * fixed (removed) "step mode" / "shield time" dependency
1508 * fixed dynabombs exploding now into anything diggable
1509 * fixed Supaplex style gravity movement into buggy base now impossible
1510 * added pressing key "space" as valid action to select menu options
1513 * added "replace when walkable" to relocate player to walkable element
1514 * added "enter"/"leave" event for elements affected by relocation
1515 * fixed "direct"/"indirect" change order also for "when change" event
1516 * fixed graphical bug when pushing things from elements walkable inside
1519 * fixed graphic bug when player is snapping while moving in old levels
1520 * fixed bug when a moving custom element leaves a player element behind
1521 * fixed bug with mole not disappearing when moving into acid pool
1522 * fixed bug with incomplete path setting when using "--basepath" option
1523 * moving CE can now leave walkable elements behind under the player
1524 * when relocating, player can be set on walkable element now
1525 * fixed another gravity movement bug
1528 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1531 * added "collectible" and "removable" to extended replacement types
1532 (where "removable" replaces "diggable" and "collectible" elements)
1533 * added "collectible & throwable" (to throw element to the next field)
1534 * fixed bug with CEs digging elements that are just about to explode
1535 * changed mouse cursor now always being visible when game is paused
1538 * added possibility to push/press accessible elements from a side that
1540 * fixed bug with not setting actual date when appending to tape
1543 * fixed bug with incorrectly initialized custom element editor graphics
1546 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1547 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1550 * fixed bug with destroyed robot wheel still attracting robots forever
1551 * fixed bug with time gate switch deactivating after robot wheel time
1552 (while the time gate itself is not affected by this misbehaviour)
1553 * changed behaviour of BD style amoeba to always get blocked by player
1554 (before it was different when there were non-BD elements in level)
1555 * fixed bug with player destroying indestructable elements with shield
1558 * added option to make growing elements grow into anything diggable
1559 (for the various amoeba types, biomaze and "game of life")
1562 * fixed bug with movable elements not moving after left behind by CEs
1563 * changed gravity movement to anything diggable, not only sand/base
1564 * optionally allowing passing to walkable element, not only empty space
1565 * added option "can pass to walkable element" for players
1566 * finally fixed gravity movement (hopefully)
1569 * fixed bug with movable elements not moving anymore after falling down
1572 * fixed another bug with custom elements digging and leaving elements
1573 * fixed bug with "along left/right side" and automatic start direction
1574 * trigger elements now also displayed when "more custom" deactivated
1575 * fixed bug with clipboard element initialized when loading new level
1576 * added option "drop delay" to set delay before dropping next element
1579 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1582 * added copy and paste functions for custom change pages
1583 * enhanced graphical display and functionality of tape recorder
1584 * fixed bug with custom elements digging and leaving elements
1587 * added move speed faster than "very fast" for custom elements
1588 * fixed bug with 3+3 style explosions and missing border content
1589 * fixed little bug when copying custom elements in the editor
1590 * enhanced custom element changes by more side trigger actions
1593 * added option "no scrolling when relocating" for instant teleporting
1594 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1597 * added trigger element and trigger player to use as target elements
1598 * added copy and paste functions for custom and group elements
1601 * fixed graphical bug when displaying explosion animations
1602 * fixed bug when appending to tapes, resulting in broken tapes
1603 * re-recorded a few tapes broken by fixing gravity checking bug
1606 * "can move into acid" property now for all elements independently
1607 * "can fall into acid" property for player stored in same bitfield now
1608 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1609 * version number set to 3.1.0 (finally!)
1612 * changed tape recording to only record input, not programmed actions
1615 * fixed totally broken (every 8th frame skipped) step-by-step recording
1616 * fixed bug with requester not displayed when quick-loading interrupted
1617 * added option "can fall into acid (with gravity)" for players
1618 * fixed bug with player not falling when snapping down with gravity
1621 * fixed bug which messed up key config when using keypad number keys
1624 * fixed bug which allowed moving upwards even when gravity was active
1625 * fixed bug with missing error handling when dumping levels or tapes
1628 * added different colored editor graphics for Supaplex gravity tubes
1631 * fixed bug that allowed solvable tapes for unsolvable levels
1634 * use unlimited number of droppable elements when "count" set to zero
1635 * added option to use step limit instead of time limit for level
1638 * added player and change page as trigger for custom element change
1641 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1644 * fixed bug with dark yamyam changing to acid when moving over acid
1645 * fixed handling of levels with more than 999 seconds level time
1646 (example: level 76 of "Denmine")
1649 * "spring push bug" reintroduced as configurable element property
1650 * fixed bug with missing properties for "mole"
1651 * fixed bug that showed up when fixing the above "mole" properties bug
1652 * added option "can move into acid" for all movable elements
1653 * fixed graphical bug for elements moving into acid
1654 * changed event handling to handle all pending events before going on
1657 * fixed bug which caused all CE change pages to be ignored which had
1658 the same change event, but used a different element side
1659 (reported by Simon Forsberg)
1661 * fixed bug which caused elements that can move and fall and that are
1662 transported by a conveyor belt to continue moving into that direction
1663 after leaving the conveyor belt, regardless of their own movement
1664 type; only elements which can not move are transported now
1665 (reported by Simon Forsberg)
1667 * fixed bug which could cause an array overflow in RelocatePlayer()
1668 (reported by Niko Böhm)
1670 * changed Emerald Mine style "passable / over" elements to "protected"
1671 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1673 * added new option to select from which side a "walkable/passable"
1674 element can be entered
1677 * added explosion and ignition delay for elements that can explode
1680 * fixed bug which caused player not being protected against enemies
1681 when a CE was "walkable / inside" and was not "indestructible"
1682 * added "walkable/passable" fields to be "protected/unprotected"
1683 against enemies, even if not accessible "inside" but "over/under"
1686 * corrected move pattern to 32 bit and initial move direction to 8 bit
1689 * added second custom element base configuration page
1692 * added some special EMC mappings to Emerald Mine level loader
1693 (also covering previously unknown element in level 0 of "Bondmine 8")
1696 * added option to block last field when player is moving (for Supaplex)
1697 * adjusted push delay of Supaplex elements
1698 * removed delays for envelopes etc. when replaying with maximum speed
1699 * fixed bug when dropping element on a field that just changed to empty
1702 * fixed bug: infotrons can now smash yellow disks
1703 * fixed bug: when gravity active, port above player can now be entered
1704 * removed "one white dot" mouse pointer which irritated some people
1707 * added "choice type" for group element selection
1710 * fixed bug with initial invulnerability of non-yellow player
1713 * added level loader for loading native Supaplex packed levels
1714 (including multi-part levels like the "splvls99" levels)
1717 * fixed bug which allowed creating emeralds by escaping explosions
1720 * custom elements can change (limited) or leave (unlimited) elements
1721 * finally added multiple matches using group elements
1722 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1725 * added new start movement type "previous" for continued CE movement
1726 * added new start movement type "random" for random CE movement start
1729 * added new element "sokoban_field_player" needed for Sokoban levels
1730 (thanks to Ed Booker for pointing this out!)
1733 * added elements that can be digged or left behind by custom elements
1736 * added group elements for multiple matches and random element creation
1739 * fixed some graphical errors displayed in old levels
1742 * fixed wrong double speed movement after passing closing gates
1745 * added level loader for loading native Emerald Mine levels
1748 * changes for "shooting" style CE movement
1751 * Happy New Year! ;-)
1754 * changed default snap/drop keys from left/right Shift to Control keys
1757 * fixed bug with dead player getting reanimated from custom element
1760 * fixed bug with wrong penguin graphics (when entering exit)
1763 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1766 * version number set to 3.0.9
1769 * version 3.0.8 released
1772 * added function checked_free()
1775 * fixed bug with double nut cracking sound
1776 (by eliminating "default element action sound" assignment in init.c)
1779 * fixed crash when no music info files are available
1782 * fixed boring and sleeping sounds
1785 * added "maze runner" and "maze hunter" movement types
1786 * added extended collision conditions for custom elements
1789 * added warnings for undefined token values in artwork config files
1792 * added menu entry for level set information to the info screen
1795 * fixed bug with wrong default impact sound for colored emeralds
1798 * added several sub-screens for the info screen
1799 * menu text now also clickable (not only blue/red sphere left of it)
1802 * added configurable "bored" and "sleeping" animations for the player
1803 * added "awakening" sound for player when waking up after sleeping
1806 * added "copy" and "exchange" functions for custom elements to editor
1809 * added configurable element animations for info screen
1812 * added configurable music credits for info screen
1815 * finally fixed tape recording when player is created from CE change
1818 * added "editorsetup.conf" for editor element list configuration
1821 * added "musicinfo.conf" for menu and level music configuration
1824 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1825 (that only showed up on Linux, but not on Windows systems)
1828 * fixed turning movement of butterflies and fireflies (no frame reset)
1829 * enhanced sniksnak turning movement (two steps instead of only one)
1832 * version number set to 3.0.8
1835 * version 3.0.7 released
1838 * fixed reset of player animation frame when, for example,
1839 walking, digging or collecting share the same animation
1840 * fixed CE with "deadly when touching" exploding when touching amoeba
1843 * fixed tape recording when player is created from CE element change
1846 * introduced "turning..." action graphic for elements with move delay
1847 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1848 * added turning animations for bug, spaceship and sniksnak
1851 * prevent "extended" changed elements from delay change in same frame
1854 * fixed bug when pushing element that can move away to the side
1855 (like pushing falling elements, but now with moving elements)
1858 * finally fixed serious bug in code for delayed element pushing (again)
1861 * unavailable setup options now marked as "n/a" instead of "off"
1862 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1863 to "true", levels are always played with the latest game engine,
1864 which is desired for levels that are imported from other games; all
1865 other levels are played with the engine version stored in level file
1866 (which is normally the engine version the level was created with)
1869 * fixed serious bug in code for delayed element pushing
1870 * fixed little bug in animation frame selection for pushed elements
1871 * speed-up of reading config file for verbose output
1874 * added configuration option for opening and closing Supaplex exit
1875 * added configuration option for moving up/down animation for Murphy
1876 * fixed incorrectly displayed animation for attacking dragon
1877 * fixed bug with not setting initial gravity for each new game
1878 * fixed bug with teleportation of player by custom element change
1879 * fixed bug with player not getting smashed by rock sometimes
1882 * version number set to 3.0.7
1885 * version 3.0.6 released
1888 * added support for MP3 music for SDL version through SMPEG library
1891 * fixed bug when initializing font graphic structure
1892 * fixed bug with animation mode "pingpong" when using only 1 frame
1893 * fixed bug with extended change target introduced in 3.0.5
1894 * fixed bug where passing over moving element doubles player speed
1895 * fixed bug with elements continuing to move into push direction
1896 * fixed bug with duplicated player when dropping bomb with shield on
1897 * added "switching" event for custom elements ("pressing" only once)
1898 * fixed switching bug (resetting flag when not switching but not idle)
1901 * fixed element tokens for certain file elements with ".active" etc.
1904 * version number set to 3.0.6
1907 * version 3.0.5 released
1910 * now four envelope elements available
1911 * font, background, animation and sound for envelope now configurable
1912 * main menu doors opening/closing animation type now configurable
1915 * active/inactive sides configurable for custom element changes
1916 * new movement type "move when pushed" available for custom elements
1919 * fixed bug in multiple config pages loader code that caused crashes
1922 * enhanced (remaining low-resolution) Supaplex graphics
1925 * version number set to 3.0.5
1928 * version 3.0.4 released
1930 2003-09-12 src/tools.c
1931 * fixed bug in custom definition of crumbled element graphics
1933 2003-09-11 src/files.c
1934 * fixed bug in multiple config pages code that caused crashes
1937 * version number set to 3.0.4
1940 * version 3.0.3 released
1943 * added music to Supaplex classic level set
1945 2003-09-07 src/libgame/misc.c
1946 * added support for loading various music formats through SDL_mixer
1948 2003-09-06 (various source files)
1949 * fixed several nasty bugs that may have caused crashes on some systems
1950 * added envelope content which gets displayed when collecting envelope
1951 * added multiple change event pages for custom elements
1953 2003-08-24 src/game.c
1954 * fixed problem with player animation when snapping and moving
1956 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1957 * fixed problem with flickering when drawing toon animations
1959 2003-08-23 src/libgame/sdl.c
1960 * fixed problem with setting mouse cursor in SDL version in fullscreen
1962 2003-08-23 src/game.c
1963 * fixed bug (missing array boundary check) which could crash the game
1966 * version number set to 3.0.3
1969 * version 3.0.2 released
1971 2003-08-21 src/game.c
1972 * fixed bug with creating inaccessible elements at player position
1974 2003-08-20 src/init.c
1975 * fixed bug with not finding current level artwork directory
1977 2003-08-20 src/files.c
1978 * fixed bug with choosing wrong engine version when playing tapes
1979 * fixed bug with messing up custom element properties in 3.0.0 levels
1982 * version number set to 3.0.2
1985 * version 3.0.1 released
1987 2003-08-17 (no source files affected)
1988 * changed all "classic" PCX image files with 16 colors or less to
1989 256 color (8 bit) storage format, because the Allegro game library
1990 cannot handle PCX files with less than 256 colors (contributed
1991 graphics are not affected and might look wrong in the DOS version)
1993 2003-08-16 src/init.c
1994 * fixed bug which (for example) crashed the level editor when defining
1995 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1996 (only set to default) -- invalid graphics now set to default graphic
1998 2003-08-16 src/init.c
1999 * fixed graphical bug of player digging/collecting/snapping element
2000 when no corresponding graphic/animation is defined for this action,
2001 resulting in player being drawn as EL_EMPTY (which should only be
2002 done to elements being collected, but not to the player)
2004 2003-08-16 src/game.c
2005 * fixed small graphical bug of player not totally moving into exit
2007 2003-08-16 src/libgame/setup.c
2008 * fixed bug with wrong MS-DOS 8.3 filename conversion
2010 2003-08-16 src/tools.c
2011 * fixed bug with invisible mouse cursor when pressing ESC while playing
2013 2003-08-16 (various source files)
2014 * added another 128 custom elements (disabled in editor by default)
2016 2003-08-16 src/editor.c
2017 * fixed NULL string bug causing Solaris to crash in sprintf()
2019 2003-08-16 src/screen.c
2020 * fixed drawing over scrollbar on level selection with custom fonts
2022 2003-08-15 src/game.c
2023 * cleanup of simple sounds / loop sounds / music settings
2025 2003-08-08 (various source files)
2026 * added custom element property for dropping collected elements
2028 2003-08-08 src/conf_gfx.c
2029 * fixed bug with missing graphic for active red disk bomb
2031 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2032 * extended variable "level.gravity" to "level.initial_gravity" and
2033 "game.current_gravity" to prevent level setting from being changed
2034 by playing the level (keeping the runtime value after playing)
2036 * fixed graphics bug when digging element that has 'crumbled' graphic
2037 definition, but not 'diggable' graphic definition
2040 * version number set to 3.0.1
2043 * version 3.0.0 released
2046 * various bug fixes; among others:
2047 - fixed bug with pushing spring over empty space
2048 - fixed bug with leaving tube while placing dynamite
2049 - fixed bug with explosion of smashed penguins
2050 - allow Murphy player graphic in levels with non-Supaplex elements
2054 * I have forgotten to document changes for some time
2057 * pre-release version 2.2.0rc1 released
2060 * version number set to 2.1.2
2063 * version 2.1.1 released
2066 * version number set to 2.1.1
2069 * version 2.1.0 released
2072 * version number set to 2.1.0
2074 2002-04-03 to 2002-05-19 (various source files)
2075 * graphics, sounds and music now fully configurable
2076 * bug fixed that prevented walking through tubes when gravity on
2078 2002-04-02 src/events.c, src/editor.c
2079 * Make Escape key less aggressive when playing or when editing level.
2080 This can be configured as an option in the setup menu. (Default is
2081 "less aggressive" which means "ask user if something can be lost"
2082 when pressing the Escape key.)
2084 2002-04-02 src/screen.c
2085 * Added "graphics setup" screen.
2087 2002-04-01 src/screen.c
2088 * Changed "choose level" setup screen stuff to be more generic (to
2089 make it easier to add more "choose from generic tree" setup screens).
2091 2002-04-01 src/config.c, src/timestamp.h
2092 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2093 automatically gets created by "src/Makefile" and contains an actual
2094 compile-time timestamp to identify development versions of the game).
2096 2002-03-31 src/tape.c, src/events.c
2097 * Added quick game/tape save/load functions to tape stuff which can be
2098 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2099 loads previously recorded tape and directly goes into recording mode
2100 from the end of the tape (therefore appending to the tape).
2102 2002-03-31 src/tape.c
2103 * Added "index mark" function to tape recorder. When playing or
2104 recording, "eject" button changes to "index" button. Setting index
2105 mark is not yet implemented, but pressing index button when playing
2106 allows very quick advancing to end of tape (when normal playing),
2107 very fast forward mode (when playing with normal fast forward) or
2108 very fast reaching of "pause before end of tape" (when playing with
2109 "pause before end" playing mode).
2111 2002-03-30 src/cartoons.c
2112 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2114 2002-03-29 src/screen.c
2115 * Changed setup screen stuff to be more generic (to make it easier
2116 to add more setup screens).
2118 2002-03-23 src/main.c, src/main.h
2119 * Various changes due to the introduction of the new libgame files
2120 "setup.c" and "joystick.c".
2122 2002-03-23 src/files.c
2123 * Generic parts of "src/files.c" (mainly setup and level directory
2124 stuff) moved to new libgame file "src/libgame/setup.c".
2126 2002-03-23 src/joystick.c
2127 * File "src/joystick.c" moved to libgame source tree, with
2128 correspondig changes.
2130 2002-03-22 src/screens.c
2131 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2132 (Wrong level series information displayed when entering main group.)
2134 2002-03-22 src/editor.c
2135 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2137 2002-03-22 src/editor.c
2138 * Changed behaviour of "Escape" key in level editor to be more
2139 intuitive: When in "Element Properties" or "Level Info" mode,
2140 return to "Drawing Mode" instead of leaving the level editor.
2142 2002-03-21 src/game.c, src/editor.c, src/files.c
2143 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2144 gems (emeralds, diamonds, ...) slipping down from normal wall,
2145 steel wall and growing wall (as in E.M.C. style levels). Although
2146 the behaviour of contributed and private levels wasn't changed (due
2147 to the use of "level.game_version"; see previous entry), editing
2148 those levels will (of course) change the behaviour accordingly.
2150 This change seems a bit too hard after thinking about it, because
2151 the EM style behaviour is not the "expected" behaviour (gems would
2152 normally only slip down from "rounded" walls). Therefore this was
2153 now changed to an element property for gem style elements, with the
2154 default setting "off" (which means: no special EM style behaviour).
2155 To fix older converted levels, this flag is set to "on" for pre-2.0
2156 levels that are neither contributed nor private levels.
2158 2002-03-20 src/files.h
2159 * Corrected settings for "level.game_version" depending of level type.
2160 (Contributed and private levels always get played with game engine
2161 version they were created with, while converted levels always get
2162 played with the most recent version of the game engine, to let new
2163 corrections of the emulation behaviour take effect.)
2165 2002-03-20 src/main.h
2166 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2167 compiling the SDL version on some systems.
2168 Thanks to the several people who pointed this out.
2171 * Version number set to 2.0.2.
2174 * Version 2.0.1 released.
2176 2002-03-18 src/screens.c
2177 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2179 2002-03-18 src/files.c [src/libgame/misc.c]
2180 * Moved some common functions from src/files.c to src/libgame/misc.c.
2182 2002-03-18 src/files.c [src/libgame/misc.c]
2183 * Changed permissions for new directories and saved files (especially
2184 score files) according to suggestions of Debian users and mantainers.
2185 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2187 2002-03-17 src/files.c
2188 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2189 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2190 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2191 for levels and "TAPE" for tapes). Old "cookie" style format is
2192 still supported for reading. New level and tape files are written
2195 * New IFF chunk "VERS" contains version numbers for file and game
2196 (where "game version" is the version of the program that wrote the
2197 file, and "file version" is a version number to distinguish files
2198 with different format, for example after adding new features).
2200 2002-03-15 src/screen.c
2201 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2202 (Before, you heard a mixture of the in-game music and the
2203 hall-of-fame music.)
2205 2002-03-14 src/events.c
2206 * Function "DumpTape()" (files.c) now available by pressing 't' from
2207 main menu (when in DEBUG mode).
2209 2002-03-14 src/game.c
2210 * "GameWon()": When game was won playing a tape, now there is no delay
2211 raising the score and no corresponding sound is played.
2213 2002-03-14 src/files.c
2214 * Changed "LoadTape()" for real chunk support and also adjusted
2215 "SaveTape()" accordingly.
2217 2002-03-14 src/game.c, src/tape.c, src/files.c
2218 * Important changes to tape format: The old tape format stored all
2219 actions with a real effect with a corresponding delay between the
2220 stored actions. This had some major disadvantages (for example,
2221 push delays had to be ignored, pressing a button for some seconds
2222 mutated to several single button presses because of the non-action
2223 delays between two action frames etc.). The new tape format just
2224 stupidly records all device actions and replays them later. I really
2225 don't know why I haven't solved it that way before?! Old-style tapes
2226 (with tape file version less than 2.0) get converted to the new
2227 format on-the-fly when loading and can therefore still be played;
2228 only some minor parts of the old-style tape handling code was needed.
2229 (A perfect conversion is not possible, because there is information
2230 missing about the device actions between two action frames.)
2232 2002-03-14 src/files.c
2233 * New function "DumpTape()" to dump the contents of the current tape
2234 in a human readable format.
2236 2002-03-14 src/game.c
2237 * Small tape bug fixed: When automatically advancing to next level
2238 after a game was won, the tape from the previous level still was
2239 loaded as a tape for the new level.
2241 2002-03-14 src/tape.c
2242 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2243 tape, cartoons did not get completely removed because
2244 StopAnimation() was not called.
2246 2002-03-13 src/files.c
2247 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2248 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2249 size even when using 16-bit elements). Added new chunk "CNT2" for
2250 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2251 chunk even when content was 16-bit element). "CNT2" should now be
2252 able to store content for arbitrary elements (up to eight blocks of
2253 3 x 3 element arrays). All "CNT2" elements will always be stored as
2254 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2256 2002-03-13 src/files.c
2257 * Changed "LoadLevel()" for real chunk support.
2259 2002-03-12 src/game.c
2260 * Fixed problem (introduced after 2.0.0 release) with penguins
2261 not getting killed by enemies
2263 2002-02-24 src/game.c, src/main.h
2264 * Added "player->is_moving"; now "player->last_move_dir" does
2265 not contain any information if the player is just moving at
2267 Before, "player->last_move_dir" was misused for this purpose
2268 for the robot stuff (robots don't kill players when they are
2269 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2270 broke tapes when walking through pipes!
2271 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2272 in a continuous movement. This fact is ignored for friends and