1 Release Version 3.0.4 [?? ??? ????]
2 -----------------------------------
4 Release Version 3.0.3 [08 SEP 2003]
5 -----------------------------------
6 - fixed bug (missing array boundary check) which could crash the game
7 - fixed problem with setting mouse cursor in SDL version in fullscreen
8 - fixed problem with flickering when drawing toon animations
9 - fixed problem with player animation when snapping and moving
10 - fixed several nasty bugs that may have caused crashes on some systems
11 - added envelope content which gets displayed when collecting envelope
12 - added multiple change event pages for custom elements
13 - added support for loading various music formats through SDL_mixer
14 - added music to Supaplex classic level set
16 Release Version 3.0.2 [22 AUG 2003]
17 -----------------------------------
18 - fixed bug with messing up custom element properties in 3.0.0 levels
19 - fixed bug with choosing wrong engine version when playing tapes
20 - fixed bug with creating inaccessible elements at player position
21 - fixed bug with not finding current level artwork directory
23 Release Version 3.0.1 [18 AUG 2003]
24 -----------------------------------
25 - fixed bug that caused a crash at startup under Solaris
26 - fixed bug that caused the DOS version not finding its files
27 - fixed bug with missing graphic for active red disk bomb
28 - added custom element property for dropping collected elements
29 - added another 128 custom elements for those who can't get enough
30 - fixed PCX files in the DOS version ("classic" graphics only)
32 Release Version 3.0.0 [05 AUG 2003]
33 -----------------------------------
34 - final version bumped to 3.0.0 due to the massive changes
35 - graphics and sounds now completely and dynamically customizable
36 - custom elements now have lots of configurable properties
37 - advanced custom element settings for powerful, self-created elements
38 - fixed Supaplex gravity tubes
39 - fixed very nasty bug in SDL_image (and X11) PCX loading routine
40 - fixed some very nasty bugs in bitmap zoom routine
41 - fixed very nasty bug in level/artwork loading routine
42 - added new contributed levels and artwork from the following players:
43 * in the section "Contributions - 2002":
44 + Abby King (14 levels)
45 + Alan Bond (30 levels, all solvable, BD style artwork set)
46 + David Hutchinson (25 levels, artwork set)
47 + Equinox Tetrachloride (50 levels + 100 levels, all solvable)
48 + Sylvan Hancock (39 levels)
49 * in the section "Contributions - 2003":
50 + Andreas Buschbeck (85 levels, all solvable, complete artwork set)
51 + Edward Leuf (10 levels, all solvable, artwork set)
52 + Emanuel Schmieg (22 levels, all solvable, complete artwork set)
53 + Gavin Davidson (47 levels)
54 + Jorge Jordan (17 levels)
55 + Rafael Gatti (17 levels)
56 + Randy Johannessen (17 levels)
57 + Richard Valvona (3 levels)
58 + Sam Bateman (35 levels)
59 - great new levels with full artwork are now available from:
60 + Juergen Bonhagen (with complete artwork set)
61 * download these levels from "http://www.jb-line.de/"
62 + Andreas Buschbeck (with complete artwork set)
63 * download these levels from "http://home.vr-web.de/~abuschbeck/"
65 Pre-Release Version 2.2.0rc7 [17 JUL 2003]
66 ------------------------------------------
67 - fixed bug when picking element in the editor
68 - added more custom elements properties
69 - fixed bugs when smashing penguin
71 Pre-Release Version 2.2.0rc6 [22 APR 2003]
72 ------------------------------------------
73 - fixed small font configuration directive bug
74 - tape recorder font slightly enhanced (now complete character set)
75 - added missing font configuration source file
76 - added updated CHANGES file ;-)
78 Pre-Release Version 2.2.0rc5 [20 APR 2003]
79 ------------------------------------------
80 - added generic selectbox gadget
81 - added special mouse cursor for playfield while playing
82 - font handling now more flexible (support for ISO-Latin-1 fonts)
83 - font graphics adjusted accordingly
85 Pre-Release Version 2.2.0rc4 [30 MAR 2003]
86 ------------------------------------------
87 - changes for menu configuration
88 - not officially announced pre-release version
89 - Emerald Mine text font now much better quality
91 Pre-Release Version 2.2.0rc3 [11 FEB 2003]
92 ------------------------------------------
93 - first custom element properties
94 - animation configuration for dynamically defined element actions
95 - automatically downscaled graphics (small graphics not needed anymore)
96 - ".EDITOR" and ".PREVIEW" suffixes for special editor/preview graphics
97 - toon animations (and number of toons) now fully configurable
99 Pre-Release Version 2.2.0rc2 [13 JAN 2003]
100 ------------------------------------------
101 - added support for stereo WAV sound files
102 - moving objects can now have arbitrary animation length
103 - new batch command for dumping level information
104 - added support for background images for all menu screens
105 - added 128 custom elements that can be decorated with own graphics
106 - added some example levels showing how to create custom artwork
107 - added new contributed levels from the following players:
108 + Emanuel Schmieg: "Into The Ice Caves" (22 levels + artwork)
110 Pre-Release Version 2.2.0rc1 [31 DEC 2002]
111 ------------------------------------------
112 - level series artwork now configurable via level series config file
113 - single graphics and animations can now be replaced with different
114 ones (independantly from default image files which may be larger)
115 by defining and using additional image files
116 - element animation length, speed and mode now freely configurable
117 - automatic tape playing function for game engine and level testing
118 - missing steel wall graphic added (thanks to Equinox Tetrachloride)
119 - added new contributed levels from the following players:
120 + Abby King (14 levels)
121 + Andreas Buschbeck (80 levels with complete artwork set)
122 + David Hutchinson (25 levels with graphics set)
123 + Equinox Tetrachloride (150 levels guaranteed to be solvable)
124 + Sylvan Hancock (39 levels)
126 Release Version 2.1.1 [13 AUG 2002]
127 -----------------------------------
128 - sound bug (causing crashes) fixed (reported by Keith Peterston)
129 - support for /dev/sound/dsp (devfs) added (thanks to Christoph Bauer)
130 - small NetBSD compilation bug fixed (thanks to Adam Ciarcinski)
131 - default keys for "snap field" and "place bomb" fixed for Mac OS X
132 - added new contributed levels from the following players:
134 + Gerrit Holl and Timen van den Berg
136 Release Version 2.1.0 [05 AUG 2002]
137 -----------------------------------
138 - native Mac OS X port (finally!)
139 - graphics, sounds and music now fully configurable
140 - added support for TrueColor PCX graphics files
141 - added support for 16 bit WAV sound files
142 - enhanced sound system (especially regarding stereo and loop sounds)
143 - new structured setup menu (with sub-menues for graphics and sounds)
144 - added "quick save" and "quick load" functions with shortcut key
145 - added single-step playing mode (automatic pause after each step)
146 - behaviour of "Escape" key in level editor now more intuitive
147 - changed default slipping behaviour of gems back to 2.0.0 style;
148 this is now an element property for gems in the level editor,
149 although existing converted levels use the new EM gems behaviour
150 - bug fixed that prevented walking through tubes when gravity on
151 - added Boulder Dash style "snap-pushing" (thanks to Achim Härtel)
152 - fixed memory leak in image loading code
153 - fixed some "solid" elements that were accidentally destructible
154 - fixed some tape stuff
155 - added new contributed levels from the following players:
160 + Flyboy: level group "Cops and Robbers", with own graphics set
161 - added custom graphics set "Animal Kingdom" by Flyboy
163 Release Version 2.0.1 [19 MAR 2002]
164 -----------------------------------
165 - bug in explosion code fixed that broke level 24 of "Baby Ghost Mine"
166 - several Supaplex emulation bugs fixed (thanks to Mihail Milushev):
167 + orange disk does not fall off from slippery elements
168 + infotrons kill electrons and snik snaks and trigger orange disks
169 + explosion chain reactions are now a bit slower than murphy
170 - behaviour of robots adjusted to make them less aggressive
171 (needed for quite some Emerald Mine Club levels)
172 - emeralds and diamonds now fall off normal, steel and growing walls,
173 as this is the correct behaviour in Emerald Mine; existing private
174 and contributed levels will still behave as before, unless saved
175 again (with or without modifications) from the level editor of the
176 current version of the game
177 - icon for Windows executable added
178 - bug when selecting default level series fixed
179 - new IFF style file format for level and tape files
180 - bug in storing amoeba content fixed
181 - nasty tape bugs fixed (completely reworked tape stuff)
182 - fullscreen mode now works with Windows (workaround for bug in SDL)
183 - /dev/dsp support for NetBSD added (thanks to Krister Walfridsson)
184 - file permissions when saving files and creating directories changed
185 - some small sound bugs fixed
186 - added new contributed levels from the following players:
196 Release Version 2.0.0 [01 JAN 2001]
197 -----------------------------------
198 - major code redesign to maintain generic game functions in a separate
199 library and make it easier to port the game to new targets like SDL
200 - can be compiled with SDL library to build native Windows version
201 - DOS and Windows versions can be compiled with gcc cross-compiler
202 - trying to open already busy audio device does not block the game
203 - bug in network playing code fixed (patch from web site)
204 - SDL version can load and play music modules
205 - bug in level editor fixed for EM doors and keys element description
206 - sound sample frequency raised from 8 kHz to 22 kHz
208 Release Version 1.4.0 [27 OCT 1999]
209 -----------------------------------
210 - new Boulder Dash elements for better game emulation
211 - new cool medium-sized crystal font
212 - new elements and graphics for Diamond Caves II levels
213 - new elements and graphics for Emerald Mine Club levels
214 - brushed-up (higher resolution) graphics for Supaplex elements
215 - special oversized Supaplex levels included
216 - new elements for more authentic Emerald Mine elements (doors)
217 - more level editor enhancements:
218 element list scrollbar and level number selection within editor
219 - lots of new levels converted from Emerald Mine Club disks,
220 DX-Boulderdash and Supaplex
221 - new levels created and contributed by players
222 - now over 160 level series with over 14.000 levels
223 - high score list now scrollable to see all 100 entries
224 - new 16-bit elements level format to allow more than 256 elements
225 - re-introduced level handicap for more challange (levels must be
226 solved to be able to play the next one; can be disabled in setup)
227 - new setup option to disable time limit for relaxed playing :-)
228 - GAME_DIR path split into RO_GAME_DIR and RW_GAME_DIR to allow
229 distributors to separate read-only (levels, graphics, sounds)
230 from writable (hich scores) game data
231 - new personal level setup files to store level handicap and
232 last played level for each level series
233 - removed some 32-bit dependent code; should be 64-bit clean now
234 - some little bugs fixed
236 Release Version 1.3.0 [5 FEB 1999]
237 ----------------------------------
238 - strongly enhanced level editor
239 - new elements, graphics and levels for Supaplex style games
240 - completely rewritten platform independent gadget code
241 (buttons, scrollbars, text and number input gadgets)
242 - nasty sound bug fixed (showed up with Linux kernel 2.2.x)
244 Release Version 1.2.0 [5 DEC 1998]
245 ----------------------------------
246 - DOS/Windows version
247 - new WAV sound loader (to replace the old Amiga 8SVX files)
248 - new PCX graphics loader (to avoid GIF license problems)
249 - network multiplayer games with upto four players
250 - no separate network server needed; each client can
251 fork a network server at startup if there's no server
252 running at this moment
253 - possibility to invoke the game to act as a standalone
254 network server (on a separate machine, for example)
255 - local multiplayer games with upto four players
256 - support for upto four joysticks
257 - completely free customizable keyboard and joystick
258 for all four players individually
259 - new joystick calibration screen which can be left
260 (with Escape key) if no joystick is connected... ;-)
261 - new (working) GIF graphics loader (but still support
262 for the old XPM method)
263 - supports private colormap with extremely less flashing
264 on 8-bit (256 colors) displays
265 - soft-scrolling with 50 frames per second (which raises
266 the system requirements and makes it completely
267 unplayable on my "old reference" 486/33 (where 0.9b runs
268 smoothly) and running at 90% speed on my K6-200.
269 - completely new file format for personal setup data
270 in ASCII format which is human readable and easily
271 customizable even with a texteditor; stored in the
272 user's home directory and no longer somewhere in the
273 game's installation directory
274 - high score lists changed: now one file per level and
275 no longer one file per level series; now using readable
277 - useful command line options to specify the X11 display,
278 the game's base (installation) directory, an alternate
279 level directory, standalone server execution and verbose
282 Version 1.1 [???] [NOT RELEASED]
283 --------------------------------
284 - new (but broken) GIF graphics loader to be independent
285 from the XPM library and to replace all graphics by GIF files
287 Version 1.0 [9 APR 1997] [NOT RELEASED]
288 ---------------------------------------
289 - the game now contains many really playable levels,
290 not only a few levels for testing
291 - the game is now even better playable by keyboard
292 (now you have the same gameplay functionality
293 compared to playing with a joystick. Especially
294 there are diagonal directions with keyboard playing
295 and the fire buttons are mapped to the shift keys)
296 - a lot of new elements for better emulation of levels
297 from the games "Boulder Dash", "Emerald Mine" and
298 "Sokoban". New elements to build "Dynablaster" style
300 - enhanced functionality of the level tape recorder
301 to make it possible to go on with a game at any tape
304 Version 0.9b2 [21 NOV 1995] [NOT RELEASED]
305 ------------------------------------------
308 Pre-Release Version 0.9b [4 NOV 1995]
309 -------------------------------------
310 - the game is now completely Freeware
311 - the game is now better playable by keyboard
312 (in the last version, the player was making more than
313 one step for one keystroke in some cases -- thanks to
314 Warwick Allison for the hint with "XSync()"!)
315 - new amoeba type with configurable content (like in the
316 original C64 version, when aboeba cannot grow anymore
317 and explodes to diamonds or some other elements)
318 - compile error with ONE_PER_NAME in high score function
319 removed (thanks to Dmitry Kohmanyuk)
320 - little code cleanup (to get some new bugs ;)
321 - FreeBSD sound and joystick support (thanks to Jean-Marc
324 Pre-Release Version 0.9 [23 OCT 1995]
325 -------------------------------------
326 - first (pre)release version