+ /* try to detect and fix "Zelda II" levels, which are broken with 3.2.5 */
+ {
+ int element = EL_CUSTOM_16;
+ struct ElementInfo *ei = &element_info[element];
+
+ /* This is needed to fix a problem that was caused by a bugfix in function
+ game.c/CheckTriggeredElementChangeExt() introduced with 3.2.5 that
+ corrects the behaviour when a custom element changes to another custom
+ element with a higher element number that has change actions defined.
+ Normally, only one change per frame is allowed for custom elements.
+ Therefore, it is checked if a custom element already changed in the
+ current frame; if it did, subsequent changes are suppressed.
+ Unfortunately, this is only checked for element changes, but not for
+ change actions, which are still executed. As the function above loops
+ through all custom elements from lower to higher, an element change
+ resulting in a lower CE number won't be checked again, while a target
+ element with a higher number will also be checked, and potential change
+ actions will get executed for this CE, too (which is wrong), while
+ further changes are ignored (which is correct). As this bugfix breaks
+ Zelda II (but no other levels), allow the previous, incorrect behaviour
+ for this outstanding level set to not break the game or existing tapes */
+
+ if (strncmp(leveldir_current->identifier, "zelda2", 6) == 0 ||
+ strncmp(ei->description, "scanline - row 1", 16) == 0)
+ level->use_action_after_change_bug = TRUE;
+ }
+