this is now an element property for gems in the level editor,
although existing converted levels use the new EM gems behaviour
- bug fixed that prevented walking through tubes when gravity on
- - added Boulderdash style "snap-pushing" (thanks to Achim Härtel)
+ - added Boulder Dash style "snap-pushing" (thanks to Achim Härtel)
- fixed memory leak in image loading code
- fixed some "solid" elements that were accidentally destructible
- fixed some tape stuff
Release Version 1.4.0 [27 OCT 1999]
-----------------------------------
- - new Boulderdash elements for better game emulation
+ - new Boulder Dash elements for better game emulation
- new cool medium-sized crystal font
- new elements and graphics for Diamond Caves II levels
- new elements and graphics for Emerald Mine Club levels
there are diagonal directions with keyboard playing
and the fire buttons are mapped to the shift keys)
- a lot of new elements for better emulation of levels
- from the games "Boulderdash", "Emerald Mine" and
+ from the games "Boulder Dash", "Emerald Mine" and
"Sokoban". New elements to build "Dynablaster" style
levels.
- enhanced functionality of the level tape recorder
else if (c == '\\') /* bad luck ... */
c = '/';
- if ((c >= 32 && c <= 95) || c == '°')
+ if ((c >= 32 && c <= 95) || c == '°' || c == '´')
{
int src_x = ((c - 32) % FONT_CHARS_PER_LINE) * font_width;
int src_y = ((c - 32) / FONT_CHARS_PER_LINE) * font_height + font_start;
int dest_x = x, dest_y = y;
- if (c == '°')
+ if (c == '°' || c == '´') /* map '°' and 'TM' signs */
{
- src_x = (FONT_CHARS_PER_LINE + 1) * font_width;
- src_y = 3 * font_height + font_start;
+ src_x = FONT_CHARS_PER_LINE * font_width;
+ src_y = (c == '°' ? 1 : 2) * font_height + font_start;
}
if (print_inverse)
}
else
{
- if (DelayReached(&hs_delay,GAME_FRAME_DELAY * 2))
+ if (DelayReached(&hs_delay, GAME_FRAME_DELAY * 2))
{
if (helpscreen_state < num_helpscreen_els_pages)
- DrawHelpScreenElAction(helpscreen_state*MAX_HELPSCREEN_ELS);
+ DrawHelpScreenElAction(helpscreen_state * MAX_HELPSCREEN_ELS);
}
/* !!! workaround for playing "music" that is really a sound loop (and