1 Release Version 2.0.1 [?? ??? 2002]
2 -----------------------------------
3 - bug in explosion code fixed that broke level 24 of "Baby Ghost Mine"
4 - several Supaplex emulation bugs fixed (thanks to Mihail Milushev):
5 + orange disk does not fall off from slippery elements
6 + infotrons kill electrons and snik snaks and trigger orange disks
7 + explosion chain reactions are now a bit slower than murphy
8 - behaviour of robots adjusted to make them less aggressive
9 (needed for quite some Emerald Mine Club levels)
10 - icon for Windows executable added
11 - bug when selecting default level series fixed
12 - new IFF style file format for level and tape files
13 - bug in storing amoeba content fixed
14 - nasty tape bugs fixed (completely reworked tape stuff)
15 - fullscreen mode now works with Windows (workaround for bug in SDL)
16 - /dev/dsp support for NetBSD added (thanks to Krister Walfridsson)
17 - some small sound bugs fixed
19 Release Version 2.0.0 [01 JAN 2001]
20 -----------------------------------
21 - major code redesign to maintain generic game functions in a separate
22 library and make it easier to port the game to new targets like SDL
23 - can be compiled with SDL library to build native Windows version
24 - DOS and Windows versions can be compiled with gcc cross-compiler
25 - trying to open already busy audio device does not block the game
26 - bug in network playing code fixed (patch from web site)
27 - SDL version can load and play music modules
28 - bug in level editor fixed for EM doors and keys element description
29 - sound sample frequency raised from 8 kHz to 22 kHz
31 Release Version 1.4.0 [27 OCT 1999]
32 -----------------------------------
33 - new Boulderdash elements for better game emulation
34 - new cool medium-sized crystal font
35 - new elements and graphics for Diamond Caves II levels
36 - new elements and graphics for Emerald Mine Club levels
37 - brushed-up (higher resolution) graphics for Supaplex elements
38 - special oversized Supaplex levels included
39 - new elements for more authentic Emerald Mine elements (doors)
40 - more level editor enhancements:
41 element list scrollbar and level number selection within editor
42 - lots of new levels converted from Emerald Mine Club disks,
43 DX-Boulderdash and Supaplex
44 - new levels created and contributed by players
45 - now over 160 level series with over 14.000 levels
46 - high score list now scrollable to see all 100 entries
47 - new 16-bit elements level format to allow more than 256 elements
48 - re-introduced level handicap for more challange (levels must be
49 solved to be able to play the next one; can be disabled in setup)
50 - new setup option to disable time limit for relaxed playing :-)
51 - GAME_DIR path split into RO_GAME_DIR and RW_GAME_DIR to allow
52 distributors to separate read-only (levels, graphics, sounds)
53 from writable (hich scores) game data
54 - new personal level setup files to store level handicap and
55 last played level for each level series
56 - removed some 32-bit dependent code; should be 64-bit clean now
57 - some little bugs fixed
59 Release Version 1.3.0 [5 FEB 1999]
60 ----------------------------------
61 - strongly enhanced level editor
62 - new elements, graphics and levels for Supaplex style games
63 - completely rewritten platform independent gadget code
64 (buttons, scrollbars, text and number input gadgets)
65 - nasty sound bug fixed (showed up with Linux kernel 2.2.x)
67 Release Version 1.2.0 [5 DEC 1998]
68 ----------------------------------
70 - new WAV sound loader (to replace the old Amiga 8SVX files)
71 - new PCX graphics loader (to avoid GIF license problems)
72 - network multiplayer games with upto four players
73 - no separate network server needed; each client can
74 fork a network server at startup if there's no server
75 running at this moment
76 - possibility to invoke the game to act as a standalone
77 network server (on a separate machine, for example)
78 - local multiplayer games with upto four players
79 - support for upto four joysticks
80 - completely free customizable keyboard and joystick
81 for all four players individually
82 - new joystick calibration screen which can be left
83 (with Escape key) if no joystick is connected... ;-)
84 - new (working) GIF graphics loader (but still support
85 for the old XPM method)
86 - supports private colormap with extremely less flashing
87 on 8-bit (256 colors) displays
88 - soft-scrolling with 50 frames per second (which raises
89 the system requirements and makes it completely
90 unplayable on my "old reference" 486/33 (where 0.9b runs
91 smoothly) and running at 90% speed on my K6-200.
92 - completely new file format for personal setup data
93 in ASCII format which is human readable and easily
94 customizable even with a texteditor; stored in the
95 user's home directory and no longer somewhere in the
96 game's installation directory
97 - high score lists changed: now one file per level and
98 no longer one file per level series; now using readable
100 - useful command line options to specify the X11 display,
101 the game's base (installation) directory, an alternate
102 level directory, standalone server execution and verbose
105 Version 1.1 [???] [NOT RELEASED]
106 --------------------------------
107 - new (but broken) GIF graphics loader to be independent
108 from the XPM library and to replace all graphics by GIF files
110 Version 1.0 [9 APR 1997] [NOT RELEASED]
111 ---------------------------------------
112 - the game now contains many really playable levels,
113 not only a few levels for testing
114 - the game is now even better playable by keyboard
115 (now you have the same gameplay functionality
116 compared to playing with a joystick. Especially
117 there are diagonal directions with keyboard playing
118 and the fire buttons are mapped to the shift keys)
119 - a lot of new elements for better emulation of levels
120 from the games "Boulderdash", "Emerald Mine" and
121 "Sokoban". New elements to build "Dynablaster" style
123 - enhanced functionality of the level tape recorder
124 to make it possible to go on with a game at any tape
127 Version 0.9b2 [21 NOV 1995] [NOT RELEASED]
128 ------------------------------------------
131 Prerelease Version 0.9b [4 NOV 1995]
132 ------------------------------------
133 - the game is now completely Freeware
134 - the game is now better playable by keyboard
135 (in the last version, the player was making more than
136 one step for one keystroke in some cases -- thanks to
137 Warwick Allison for the hint with "XSync()"!)
138 - new amoeba type with configurable content (like in the
139 original C64 version, when aboeba cannot grow anymore
140 and explodes to diamonds or some other elements)
141 - compile error with ONE_PER_NAME in high score function
142 removed (thanks to Dmitry Kohmanyuk)
143 - little code cleanup (to get some new bugs ;)
144 - FreeBSD sound and joystick support (thanks to Jean-Marc
147 Prerelease Version 0.9 [23 OCT 1995]
148 ------------------------------------
149 - first (pre)release version