1 Pre-Release Version 2.2.0rc1 [31 DEC 2002]
2 ------------------------------------------
3 - level series artwork now configurable via level series config file
4 - single graphics and animations can now be replaced with different
5 ones (independantly from default image files which may be larger)
6 by defining and using additional image files
7 - element animation length, speed and mode now freely configurable
8 - automatic tape playing function for game engine and level testing
9 - missing steel wall graphic added (thanks to Equinox Tetrachloride)
10 - added new contributed levels from the following players:
11 + Abby King (14 levels)
12 + Andreas Buschbeck (80 levels with complete artwork set)
13 + David Hutchinson (25 levels with graphics set)
14 + Equinox Tetrachloride (150 levels guaranteed to be solvable)
15 + Sylvan Hancock (39 levels)
17 Release Version 2.1.1 [13 AUG 2002]
18 -----------------------------------
19 - sound bug (causing crashes) fixed (reported by Keith Peterston)
20 - support for /dev/sound/dsp (devfs) added (thanks to Christoph Bauer)
21 - small NetBSD compilation bug fixed (thanks to Adam Ciarcinski)
22 - default keys for "snap field" and "place bomb" fixed for Mac OS X
23 - added new contributed levels from the following players:
25 + Gerrit Holl and Timen van den Berg
27 Release Version 2.1.0 [05 AUG 2002]
28 -----------------------------------
29 - native Mac OS X port (finally!)
30 - graphics, sounds and music now fully configurable
31 - added support for TrueColor PCX graphics files
32 - added support for 16 bit WAV sound files
33 - enhanced sound system (especially regarding stereo and loop sounds)
34 - new structured setup menu (with sub-menues for graphics and sounds)
35 - added "quick save" and "quick load" functions with shortcut key
36 - added single-step playing mode (automatic pause after each step)
37 - behaviour of "Escape" key in level editor now more intuitive
38 - changed default slipping behaviour of gems back to 2.0.0 style;
39 this is now an element property for gems in the level editor,
40 although existing converted levels use the new EM gems behaviour
41 - bug fixed that prevented walking through tubes when gravity on
42 - added Boulder Dash style "snap-pushing" (thanks to Achim Härtel)
43 - fixed memory leak in image loading code
44 - fixed some "solid" elements that were accidentally destructible
45 - fixed some tape stuff
46 - added new contributed levels from the following players:
51 + Flyboy: level group "Cops and Robbers", with own graphics set
52 - added custom graphics set "Animal Kingdom" by Flyboy
54 Release Version 2.0.1 [19 MAR 2002]
55 -----------------------------------
56 - bug in explosion code fixed that broke level 24 of "Baby Ghost Mine"
57 - several Supaplex emulation bugs fixed (thanks to Mihail Milushev):
58 + orange disk does not fall off from slippery elements
59 + infotrons kill electrons and snik snaks and trigger orange disks
60 + explosion chain reactions are now a bit slower than murphy
61 - behaviour of robots adjusted to make them less aggressive
62 (needed for quite some Emerald Mine Club levels)
63 - emeralds and diamonds now fall off normal, steel and growing walls,
64 as this is the correct behaviour in Emerald Mine; existing private
65 and contributed levels will still behave as before, unless saved
66 again (with or without modifications) from the level editor of the
67 current version of the game
68 - icon for Windows executable added
69 - bug when selecting default level series fixed
70 - new IFF style file format for level and tape files
71 - bug in storing amoeba content fixed
72 - nasty tape bugs fixed (completely reworked tape stuff)
73 - fullscreen mode now works with Windows (workaround for bug in SDL)
74 - /dev/dsp support for NetBSD added (thanks to Krister Walfridsson)
75 - file permissions when saving files and creating directories changed
76 - some small sound bugs fixed
77 - added new contributed levels from the following players:
87 Release Version 2.0.0 [01 JAN 2001]
88 -----------------------------------
89 - major code redesign to maintain generic game functions in a separate
90 library and make it easier to port the game to new targets like SDL
91 - can be compiled with SDL library to build native Windows version
92 - DOS and Windows versions can be compiled with gcc cross-compiler
93 - trying to open already busy audio device does not block the game
94 - bug in network playing code fixed (patch from web site)
95 - SDL version can load and play music modules
96 - bug in level editor fixed for EM doors and keys element description
97 - sound sample frequency raised from 8 kHz to 22 kHz
99 Release Version 1.4.0 [27 OCT 1999]
100 -----------------------------------
101 - new Boulder Dash elements for better game emulation
102 - new cool medium-sized crystal font
103 - new elements and graphics for Diamond Caves II levels
104 - new elements and graphics for Emerald Mine Club levels
105 - brushed-up (higher resolution) graphics for Supaplex elements
106 - special oversized Supaplex levels included
107 - new elements for more authentic Emerald Mine elements (doors)
108 - more level editor enhancements:
109 element list scrollbar and level number selection within editor
110 - lots of new levels converted from Emerald Mine Club disks,
111 DX-Boulderdash and Supaplex
112 - new levels created and contributed by players
113 - now over 160 level series with over 14.000 levels
114 - high score list now scrollable to see all 100 entries
115 - new 16-bit elements level format to allow more than 256 elements
116 - re-introduced level handicap for more challange (levels must be
117 solved to be able to play the next one; can be disabled in setup)
118 - new setup option to disable time limit for relaxed playing :-)
119 - GAME_DIR path split into RO_GAME_DIR and RW_GAME_DIR to allow
120 distributors to separate read-only (levels, graphics, sounds)
121 from writable (hich scores) game data
122 - new personal level setup files to store level handicap and
123 last played level for each level series
124 - removed some 32-bit dependent code; should be 64-bit clean now
125 - some little bugs fixed
127 Release Version 1.3.0 [5 FEB 1999]
128 ----------------------------------
129 - strongly enhanced level editor
130 - new elements, graphics and levels for Supaplex style games
131 - completely rewritten platform independent gadget code
132 (buttons, scrollbars, text and number input gadgets)
133 - nasty sound bug fixed (showed up with Linux kernel 2.2.x)
135 Release Version 1.2.0 [5 DEC 1998]
136 ----------------------------------
137 - DOS/Windows version
138 - new WAV sound loader (to replace the old Amiga 8SVX files)
139 - new PCX graphics loader (to avoid GIF license problems)
140 - network multiplayer games with upto four players
141 - no separate network server needed; each client can
142 fork a network server at startup if there's no server
143 running at this moment
144 - possibility to invoke the game to act as a standalone
145 network server (on a separate machine, for example)
146 - local multiplayer games with upto four players
147 - support for upto four joysticks
148 - completely free customizable keyboard and joystick
149 for all four players individually
150 - new joystick calibration screen which can be left
151 (with Escape key) if no joystick is connected... ;-)
152 - new (working) GIF graphics loader (but still support
153 for the old XPM method)
154 - supports private colormap with extremely less flashing
155 on 8-bit (256 colors) displays
156 - soft-scrolling with 50 frames per second (which raises
157 the system requirements and makes it completely
158 unplayable on my "old reference" 486/33 (where 0.9b runs
159 smoothly) and running at 90% speed on my K6-200.
160 - completely new file format for personal setup data
161 in ASCII format which is human readable and easily
162 customizable even with a texteditor; stored in the
163 user's home directory and no longer somewhere in the
164 game's installation directory
165 - high score lists changed: now one file per level and
166 no longer one file per level series; now using readable
168 - useful command line options to specify the X11 display,
169 the game's base (installation) directory, an alternate
170 level directory, standalone server execution and verbose
173 Version 1.1 [???] [NOT RELEASED]
174 --------------------------------
175 - new (but broken) GIF graphics loader to be independent
176 from the XPM library and to replace all graphics by GIF files
178 Version 1.0 [9 APR 1997] [NOT RELEASED]
179 ---------------------------------------
180 - the game now contains many really playable levels,
181 not only a few levels for testing
182 - the game is now even better playable by keyboard
183 (now you have the same gameplay functionality
184 compared to playing with a joystick. Especially
185 there are diagonal directions with keyboard playing
186 and the fire buttons are mapped to the shift keys)
187 - a lot of new elements for better emulation of levels
188 from the games "Boulder Dash", "Emerald Mine" and
189 "Sokoban". New elements to build "Dynablaster" style
191 - enhanced functionality of the level tape recorder
192 to make it possible to go on with a game at any tape
195 Version 0.9b2 [21 NOV 1995] [NOT RELEASED]
196 ------------------------------------------
199 Pre-Release Version 0.9b [4 NOV 1995]
200 -------------------------------------
201 - the game is now completely Freeware
202 - the game is now better playable by keyboard
203 (in the last version, the player was making more than
204 one step for one keystroke in some cases -- thanks to
205 Warwick Allison for the hint with "XSync()"!)
206 - new amoeba type with configurable content (like in the
207 original C64 version, when aboeba cannot grow anymore
208 and explodes to diamonds or some other elements)
209 - compile error with ONE_PER_NAME in high score function
210 removed (thanks to Dmitry Kohmanyuk)
211 - little code cleanup (to get some new bugs ;)
212 - FreeBSD sound and joystick support (thanks to Jean-Marc
215 Pre-Release Version 0.9 [23 OCT 1995]
216 -------------------------------------
217 - first (pre)release version