2 * added more element and graphic definitions for new EMC elements
5 * modified native EM engine to use integrated R'n'D sound system
8 * added SDL support to graphics functions in native EM engine
9 (by always using generic libgame interface functions)
12 * fixed bug in frame synchronization in native EM engine
15 * added code to convert levels between R'n'D and native EM engine
18 * new Emerald Mine engine can now play levels selected in main menu
21 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
22 (which creates scaled down graphics for level editor and preview);
23 there's still a memory leak somewhere in the artwork handling code
24 * added "scale image up" functionality to X11 version of zoom function
27 * first attempts to integrate new, native Emerald Mine Club engine
30 * fixed bug in gadget code which caused reset of CEs in level editor
31 (example: pressing 'b' [grab brush] on CE config page erased values)
32 (solution: check if gadgets in ClickOnGadget() are really mapped)
33 * improved level change detection in editor (settings now also checked)
34 * fixed bug with "can move into acid" and "don't collide with" state
37 * fixed maze runner style CEs to use the configured move delay value
40 * added Aaron Davidson's tutorial level set to the "Tutorials" section
43 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
44 * fixed the above fix because it broke level set "machine" (*sigh*)
45 * fixed random element placement in level editor to work as expected
46 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
49 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
52 * fixed bug (missing array boundary check) which caused broken tapes
53 * fixed bug (when loading level template) which caused broken levels
54 * fixed bug with new block last field code when using non-yellow player
57 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
58 * internal change of how the player blocks the last field when moving
59 * fixed blocking delay of last field for EM and SP style block delay
60 * fixed bug where the player had to wait for the usual move delay after
61 unsuccessfully trying to move, when he directly could move after that
62 * the last two changes should make original Supaplex level 93 solvable
63 * improved use of random number generator to make it less predictable
64 * fixed behaviour of slippery SP elements to let slip left, then right
67 * fixed bug with wrong door state after trying to quickload empty tape
68 * fixed waste of static memory usage of the binary, making it smaller
69 * fixed very little graphical bug in Supaplex explosion
72 * version number set to 3.1.1
75 * version 3.1.0 released
78 * fixed bug with crash when writing user levelinfo.conf the first time
81 * added option "convert LEVELDIR [NR]" to command line batch commands
82 * re-converted Supaplex levels to apply latest engine fixes
83 * changed "use graphic/sound of element" to "use graphic of element"
84 due to compatibility problems with some levels ("bug machine" etc.)
87 * fixed bug with CE change replacing player with same or other player
90 * fixed bug with opaque font in envelope with background graphic when
91 background graphic is not transparent itself
94 * added "gravity on" and "gravity off" ports for Supaplex compatibility
95 * corrected original Supaplex level loading code to use these new ports
96 * also corrected Supaplex loader to auto-count infotrons if set to zero
99 * fixed bug with missing initialization of "modified" flag for GEs
102 * fixed bug that caused endless recursion loop when relocating player
103 * fixed tape recorder bug in "step mode" when using "pause before end"
104 * fixed tape recorder bug when changing from "warp forward" mode
107 * fixed bug with "when touching" for pushed elements at last position
110 * fixed bug that caused two activated toolbox buttons in level editor
111 * fixed bug with exploding dynabomb under player due to other explosion
114 * fixed bug with creating walkable custom element under player (again)
115 * fixed bug with not copying explosion type when copying CEs in editor
116 * fixed graphical bug when drawing player in setup menu (input devices)
117 * fixed graphical bug when the player is pushing an accessible element
118 * fixed bug with classic switchable elements triggering CE changes
119 * fixed bug with entering/leaving walkable element in RelocatePlayer()
120 * fixed crash bug when CE leaves behind the trigger player element
123 * fixed bug with broken tubes after placing/exploding dynamite in them
124 * fixed bug with exploding dynamite under player due to other explosion
125 * fixed bug with not resetting push delay under certain circumstances
128 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
129 * added network multiplayer code for Windows (thanks to Niko Böhm)
132 * added option "reachable despite gravity" for gravity movement
133 * changed gravity movement of most classic walkable and passable
134 elements back to "not reachable" (for compatibility reasons)
137 * fixed (removed) "indestructible" / "can explode" dependency in editor
138 * fixed (removed) "accessible inside" / "protected" dependency
139 * fixed (removed) "step mode" / "shield time" dependency
142 * fixed dynabombs exploding now into anything diggable
143 * fixed Supaplex style gravity movement into buggy base now impossible
144 * added pressing key "space" as valid action to select menu options
147 * added "replace when walkable" to relocate player to walkable element
148 * added "enter"/"leave" event for elements affected by relocation
149 * fixed "direct"/"indirect" change order also for "when change" event
150 * fixed graphical bug when pushing things from elements walkable inside
153 * fixed graphic bug when player is snapping while moving in old levels
154 * fixed bug when a moving custom element leaves a player element behind
155 * fixed bug with mole not disappearing when moving into acid pool
156 * fixed bug with incomplete path setting when using "--basepath" option
157 * moving CE can now leave walkable elements behind under the player
158 * when relocating, player can be set on walkable element now
159 * fixed another gravity movement bug
162 * uploaded pre-release (test) version 3.1.0-2 binary and source code
165 * added "collectible" and "removable" to extended replacement types
166 (where "removable" replaces "diggable" and "collectible" elements)
167 * added "collectible & throwable" (to throw element to the next field)
168 * fixed bug with CEs digging elements that are just about to explode
169 * changed mouse cursor now always being visible when game is paused
172 * added possibility to push/press accessible elements from a side that
174 * fixed bug with not setting actual date when appending to tape
177 * fixed bug with incorrectly initialized custom element editor graphics
180 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
181 - number of levels corrected from 18 to 17 in "levelinfo.conf"
184 * fixed bug with destroyed robot wheel still attracting robots forever
185 * fixed bug with time gate switch deactivating after robot wheel time
186 (while the time gate itself is not affected by this misbehaviour)
187 * changed behaviour of BD style amoeba to always get blocked by player
188 (before it was different when there were non-BD elements in level)
189 * fixed bug with player destroying indestructable elements with shield
192 * added option to make growing elements grow into anything diggable
193 (for the various amoeba types, biomaze and "game of life")
196 * fixed bug with movable elements not moving after left behind by CEs
197 * changed gravity movement to anything diggable, not only sand/base
198 * optionally allowing passing to walkable element, not only empty space
199 * added option "can pass to walkable element" for players
200 * finally fixed gravity movement (hopefully)
203 * fixed bug with movable elements not moving anymore after falling down
206 * fixed another bug with custom elements digging and leaving elements
207 * fixed bug with "along left/right side" and automatic start direction
208 * trigger elements now also displayed when "more custom" deactivated
209 * fixed bug with clipboard element initialized when loading new level
210 * added option "drop delay" to set delay before dropping next element
213 * uploaded pre-release (test) version 3.1.0-1 binary and source code
216 * added copy and paste functions for custom change pages
217 * enhanced graphical display and functionality of tape recorder
218 * fixed bug with custom elements digging and leaving elements
221 * added move speed faster than "very fast" for custom elements
222 * fixed bug with 3+3 style explosions and missing border content
223 * fixed little bug when copying custom elements in the editor
224 * enhanced custom element changes by more side trigger actions
227 * added option "no scrolling when relocating" for instant teleporting
228 * uploaded pre-release (test) version 3.1.0-0 binary and source code
231 * added trigger element and trigger player to use as target elements
232 * added copy and paste functions for custom and group elements
235 * fixed graphical bug when displaying explosion animations
236 * fixed bug when appending to tapes, resulting in broken tapes
237 * re-recorded a few tapes broken by fixing gravity checking bug
240 * "can move into acid" property now for all elements independently
241 * "can fall into acid" property for player stored in same bitfield now
242 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
243 * version number set to 3.1.0 (finally!)
246 * changed tape recording to only record input, not programmed actions
249 * fixed totally broken (every 8th frame skipped) step-by-step recording
250 * fixed bug with requester not displayed when quick-loading interrupted
251 * added option "can fall into acid (with gravity)" for players
252 * fixed bug with player not falling when snapping down with gravity
255 * fixed bug which messed up key config when using keypad number keys
258 * fixed bug which allowed moving upwards even when gravity was active
259 * fixed bug with missing error handling when dumping levels or tapes
262 * added different colored editor graphics for Supaplex gravity tubes
265 * fixed bug that allowed solvable tapes for unsolvable levels
268 * use unlimited number of droppable elements when "count" set to zero
269 * added option to use step limit instead of time limit for level
272 * added player and change page as trigger for custom element change
275 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
278 * fixed bug with dark yamyam changing to acid when moving over acid
279 * fixed handling of levels with more than 999 seconds level time
280 (example: level 76 of "Denmine")
283 * "spring push bug" reintroduced as configurable element property
284 * fixed bug with missing properties for "mole"
285 * fixed bug that showed up when fixing the above "mole" properties bug
286 * added option "can move into acid" for all movable elements
287 * fixed graphical bug for elements moving into acid
288 * changed event handling to handle all pending events before going on
291 * fixed bug which caused all CE change pages to be ignored which had
292 the same change event, but used a different element side
293 (reported by Simon Forsberg)
295 * fixed bug which caused elements that can move and fall and that are
296 transported by a conveyor belt to continue moving into that direction
297 after leaving the conveyor belt, regardless of their own movement
298 type; only elements which can not move are transported now
299 (reported by Simon Forsberg)
301 * fixed bug which could cause an array overflow in RelocatePlayer()
302 (reported by Niko Böhm)
304 * changed Emerald Mine style "passable / over" elements to "protected"
305 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
307 * added new option to select from which side a "walkable/passable"
308 element can be entered
311 * added explosion and ignition delay for elements that can explode
314 * fixed bug which caused player not being protected against enemies
315 when a CE was "walkable / inside" and was not "indestructible"
316 * added "walkable/passable" fields to be "protected/unprotected"
317 against enemies, even if not accessible "inside" but "over/under"
320 * corrected move pattern to 32 bit and initial move direction to 8 bit
323 * added second custom element base configuration page
326 * added some special EMC mappings to Emerald Mine level loader
327 (also covering previously unknown element in level 0 of "Bondmine 8")
330 * added option to block last field when player is moving (for Supaplex)
331 * adjusted push delay of Supaplex elements
332 * removed delays for envelopes etc. when replaying with maximum speed
333 * fixed bug when dropping element on a field that just changed to empty
336 * fixed bug: infotrons can now smash yellow disks
337 * fixed bug: when gravity active, port above player can now be entered
338 * removed "one white dot" mouse pointer which irritated some people
341 * added "choice type" for group element selection
344 * fixed bug with initial invulnerability of non-yellow player
347 * added level loader for loading native Supaplex packed levels
348 (including multi-part levels like the "splvls99" levels)
351 * fixed bug which allowed creating emeralds by escaping explosions
354 * custom elements can change (limited) or leave (unlimited) elements
355 * finally added multiple matches using group elements
356 * added shortcut to dump brush (type ":DB" in editor) for use in forum
359 * added new start movement type "previous" for continued CE movement
360 * added new start movement type "random" for random CE movement start
363 * added new element "sokoban_field_player" needed for Sokoban levels
364 (thanks to Ed Booker for pointing this out!)
367 * added elements that can be digged or left behind by custom elements
370 * added group elements for multiple matches and random element creation
373 * fixed some graphical errors displayed in old levels
376 * fixed wrong double speed movement after passing closing gates
379 * added level loader for loading native Emerald Mine levels
382 * changes for "shooting" style CE movement
385 * Happy New Year! ;-)
388 * changed default snap/drop keys from left/right Shift to Control keys
391 * fixed bug with dead player getting reanimated from custom element
394 * fixed bug with wrong penguin graphics (when entering exit)
397 * fixed bug with wrong "Murphy" graphics (when digging etc.)
400 * version number set to 3.0.9
403 * version 3.0.8 released
406 * added function checked_free()
409 * fixed bug with double nut cracking sound
410 (by eliminating "default element action sound" assignment in init.c)
413 * fixed crash when no music info files are available
416 * fixed boring and sleeping sounds
419 * added "maze runner" and "maze hunter" movement types
420 * added extended collision conditions for custom elements
423 * added warnings for undefined token values in artwork config files
426 * added menu entry for level set information to the info screen
429 * fixed bug with wrong default impact sound for colored emeralds
432 * added several sub-screens for the info screen
433 * menu text now also clickable (not only blue/red sphere left of it)
436 * added configurable "bored" and "sleeping" animations for the player
437 * added "awakening" sound for player when waking up after sleeping
440 * added "copy" and "exchange" functions for custom elements to editor
443 * added configurable element animations for info screen
446 * added configurable music credits for info screen
449 * finally fixed tape recording when player is created from CE change
452 * added "editorsetup.conf" for editor element list configuration
455 * added "musicinfo.conf" for menu and level music configuration
458 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
459 (that only showed up on Linux, but not on Windows systems)
462 * fixed turning movement of butterflies and fireflies (no frame reset)
463 * enhanced sniksnak turning movement (two steps instead of only one)
466 * version number set to 3.0.8
469 * version 3.0.7 released
472 * fixed reset of player animation frame when, for example,
473 walking, digging or collecting share the same animation
474 * fixed CE with "deadly when touching" exploding when touching amoeba
477 * fixed tape recording when player is created from CE element change
480 * introduced "turning..." action graphic for elements with move delay
481 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
482 * added turning animations for bug, spaceship and sniksnak
485 * prevent "extended" changed elements from delay change in same frame
488 * fixed bug when pushing element that can move away to the side
489 (like pushing falling elements, but now with moving elements)
492 * finally fixed serious bug in code for delayed element pushing (again)
495 * unavailable setup options now marked as "n/a" instead of "off"
496 * new boolean directive "latest_engine" for "levelinfo.conf": when set
497 to "true", levels are always played with the latest game engine,
498 which is desired for levels that are imported from other games; all
499 other levels are played with the engine version stored in level file
500 (which is normally the engine version the level was created with)
503 * fixed serious bug in code for delayed element pushing
504 * fixed little bug in animation frame selection for pushed elements
505 * speed-up of reading config file for verbose output
508 * added configuration option for opening and closing Supaplex exit
509 * added configuration option for moving up/down animation for Murphy
510 * fixed incorrectly displayed animation for attacking dragon
511 * fixed bug with not setting initial gravity for each new game
512 * fixed bug with teleportation of player by custom element change
513 * fixed bug with player not getting smashed by rock sometimes
516 * version number set to 3.0.7
519 * version 3.0.6 released
522 * added support for MP3 music for SDL version through SMPEG library
525 * fixed bug when initializing font graphic structure
526 * fixed bug with animation mode "pingpong" when using only 1 frame
527 * fixed bug with extended change target introduced in 3.0.5
528 * fixed bug where passing over moving element doubles player speed
529 * fixed bug with elements continuing to move into push direction
530 * fixed bug with duplicated player when dropping bomb with shield on
531 * added "switching" event for custom elements ("pressing" only once)
532 * fixed switching bug (resetting flag when not switching but not idle)
535 * fixed element tokens for certain file elements with ".active" etc.
538 * version number set to 3.0.6
541 * version 3.0.5 released
544 * now four envelope elements available
545 * font, background, animation and sound for envelope now configurable
546 * main menu doors opening/closing animation type now configurable
549 * active/inactive sides configurable for custom element changes
550 * new movement type "move when pushed" available for custom elements
553 * fixed bug in multiple config pages loader code that caused crashes
556 * enhanced (remaining low-resolution) Supaplex graphics
559 * version number set to 3.0.5
562 * version 3.0.4 released
564 2003-09-12 src/tools.c
565 * fixed bug in custom definition of crumbled element graphics
567 2003-09-11 src/files.c
568 * fixed bug in multiple config pages code that caused crashes
571 * version number set to 3.0.4
574 * version 3.0.3 released
577 * added music to Supaplex classic level set
579 2003-09-07 src/libgame/misc.c
580 * added support for loading various music formats through SDL_mixer
582 2003-09-06 (various source files)
583 * fixed several nasty bugs that may have caused crashes on some systems
584 * added envelope content which gets displayed when collecting envelope
585 * added multiple change event pages for custom elements
587 2003-08-24 src/game.c
588 * fixed problem with player animation when snapping and moving
590 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
591 * fixed problem with flickering when drawing toon animations
593 2003-08-23 src/libgame/sdl.c
594 * fixed problem with setting mouse cursor in SDL version in fullscreen
596 2003-08-23 src/game.c
597 * fixed bug (missing array boundary check) which could crash the game
600 * version number set to 3.0.3
603 * version 3.0.2 released
605 2003-08-21 src/game.c
606 * fixed bug with creating inaccessible elements at player position
608 2003-08-20 src/init.c
609 * fixed bug with not finding current level artwork directory
611 2003-08-20 src/files.c
612 * fixed bug with choosing wrong engine version when playing tapes
613 * fixed bug with messing up custom element properties in 3.0.0 levels
616 * version number set to 3.0.2
619 * version 3.0.1 released
621 2003-08-17 (no source files affected)
622 * changed all "classic" PCX image files with 16 colors or less to
623 256 color (8 bit) storage format, because the Allegro game library
624 cannot handle PCX files with less than 256 colors (contributed
625 graphics are not affected and might look wrong in the DOS version)
627 2003-08-16 src/init.c
628 * fixed bug which (for example) crashed the level editor when defining
629 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
630 (only set to default) -- invalid graphics now set to default graphic
632 2003-08-16 src/init.c
633 * fixed graphical bug of player digging/collecting/snapping element
634 when no corresponding graphic/animation is defined for this action,
635 resulting in player being drawn as EL_EMPTY (which should only be
636 done to elements being collected, but not to the player)
638 2003-08-16 src/game.c
639 * fixed small graphical bug of player not totally moving into exit
641 2003-08-16 src/libgame/setup.c
642 * fixed bug with wrong MS-DOS 8.3 filename conversion
644 2003-08-16 src/tools.c
645 * fixed bug with invisible mouse cursor when pressing ESC while playing
647 2003-08-16 (various source files)
648 * added another 128 custom elements (disabled in editor by default)
650 2003-08-16 src/editor.c
651 * fixed NULL string bug causing Solaris to crash in sprintf()
653 2003-08-16 src/screen.c
654 * fixed drawing over scrollbar on level selection with custom fonts
656 2003-08-15 src/game.c
657 * cleanup of simple sounds / loop sounds / music settings
659 2003-08-08 (various source files)
660 * added custom element property for dropping collected elements
662 2003-08-08 src/conf_gfx.c
663 * fixed bug with missing graphic for active red disk bomb
665 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
666 * extended variable "level.gravity" to "level.initial_gravity" and
667 "game.current_gravity" to prevent level setting from being changed
668 by playing the level (keeping the runtime value after playing)
670 * fixed graphics bug when digging element that has 'crumbled' graphic
671 definition, but not 'diggable' graphic definition
674 * version number set to 3.0.1
677 * version 3.0.0 released
680 * various bug fixes; among others:
681 - fixed bug with pushing spring over empty space
682 - fixed bug with leaving tube while placing dynamite
683 - fixed bug with explosion of smashed penguins
684 - allow Murphy player graphic in levels with non-Supaplex elements
688 * I have forgotten to document changes for some time
691 * pre-release version 2.2.0rc1 released
694 * version number set to 2.1.2
697 * version 2.1.1 released
700 * version number set to 2.1.1
703 * version 2.1.0 released
706 * version number set to 2.1.0
708 2002-04-03 to 2002-05-19 (various source files)
709 * graphics, sounds and music now fully configurable
710 * bug fixed that prevented walking through tubes when gravity on
712 2002-04-02 src/events.c, src/editor.c
713 * Make Escape key less aggressive when playing or when editing level.
714 This can be configured as an option in the setup menu. (Default is
715 "less aggressive" which means "ask user if something can be lost"
716 when pressing the Escape key.)
718 2002-04-02 src/screen.c
719 * Added "graphics setup" screen.
721 2002-04-01 src/screen.c
722 * Changed "choose level" setup screen stuff to be more generic (to
723 make it easier to add more "choose from generic tree" setup screens).
725 2002-04-01 src/config.c, src/timestamp.h
726 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
727 automatically gets created by "src/Makefile" and contains an actual
728 compile-time timestamp to identify development versions of the game).
730 2002-03-31 src/tape.c, src/events.c
731 * Added quick game/tape save/load functions to tape stuff which can be
732 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
733 loads previously recorded tape and directly goes into recording mode
734 from the end of the tape (therefore appending to the tape).
736 2002-03-31 src/tape.c
737 * Added "index mark" function to tape recorder. When playing or
738 recording, "eject" button changes to "index" button. Setting index
739 mark is not yet implemented, but pressing index button when playing
740 allows very quick advancing to end of tape (when normal playing),
741 very fast forward mode (when playing with normal fast forward) or
742 very fast reaching of "pause before end of tape" (when playing with
743 "pause before end" playing mode).
745 2002-03-30 src/cartoons.c
746 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
748 2002-03-29 src/screen.c
749 * Changed setup screen stuff to be more generic (to make it easier
750 to add more setup screens).
752 2002-03-23 src/main.c, src/main.h
753 * Various changes due to the introduction of the new libgame files
754 "setup.c" and "joystick.c".
756 2002-03-23 src/files.c
757 * Generic parts of "src/files.c" (mainly setup and level directory
758 stuff) moved to new libgame file "src/libgame/setup.c".
760 2002-03-23 src/joystick.c
761 * File "src/joystick.c" moved to libgame source tree, with
762 correspondig changes.
764 2002-03-22 src/screens.c
765 * "HandleChooseLevel()": Another bug in level series navigation fixed.
766 (Wrong level series information displayed when entering main group.)
768 2002-03-22 src/editor.c
769 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
771 2002-03-22 src/editor.c
772 * Changed behaviour of "Escape" key in level editor to be more
773 intuitive: When in "Element Properties" or "Level Info" mode,
774 return to "Drawing Mode" instead of leaving the level editor.
776 2002-03-21 src/game.c, src/editor.c, src/files.c
777 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
778 gems (emeralds, diamonds, ...) slipping down from normal wall,
779 steel wall and growing wall (as in E.M.C. style levels). Although
780 the behaviour of contributed and private levels wasn't changed (due
781 to the use of "level.game_version"; see previous entry), editing
782 those levels will (of course) change the behaviour accordingly.
784 This change seems a bit too hard after thinking about it, because
785 the EM style behaviour is not the "expected" behaviour (gems would
786 normally only slip down from "rounded" walls). Therefore this was
787 now changed to an element property for gem style elements, with the
788 default setting "off" (which means: no special EM style behaviour).
789 To fix older converted levels, this flag is set to "on" for pre-2.0
790 levels that are neither contributed nor private levels.
792 2002-03-20 src/files.h
793 * Corrected settings for "level.game_version" depending of level type.
794 (Contributed and private levels always get played with game engine
795 version they were created with, while converted levels always get
796 played with the most recent version of the game engine, to let new
797 corrections of the emulation behaviour take effect.)
799 2002-03-20 src/main.h
800 * Added "#include <time.h>". This seems to be needed by "tape.c" for
801 compiling the SDL version on some systems.
802 Thanks to the several people who pointed this out.
805 * Version number set to 2.0.2.
808 * Version 2.0.1 released.
810 2002-03-18 src/screens.c
811 * "HandleChooseLevel()": Small bug in level series navigation fixed.
813 2002-03-18 src/files.c [src/libgame/misc.c]
814 * Moved some common functions from src/files.c to src/libgame/misc.c.
816 2002-03-18 src/files.c [src/libgame/misc.c]
817 * Changed permissions for new directories and saved files (especially
818 score files) according to suggestions of Debian users and mantainers.
819 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
821 2002-03-17 src/files.c
822 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
823 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
824 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
825 for levels and "TAPE" for tapes). Old "cookie" style format is
826 still supported for reading. New level and tape files are written
829 * New IFF chunk "VERS" contains version numbers for file and game
830 (where "game version" is the version of the program that wrote the
831 file, and "file version" is a version number to distinguish files
832 with different format, for example after adding new features).
834 2002-03-15 src/screen.c
835 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
836 (Before, you heard a mixture of the in-game music and the
839 2002-03-14 src/events.c
840 * Function "DumpTape()" (files.c) now available by pressing 't' from
841 main menu (when in DEBUG mode).
843 2002-03-14 src/game.c
844 * "GameWon()": When game was won playing a tape, now there is no delay
845 raising the score and no corresponding sound is played.
847 2002-03-14 src/files.c
848 * Changed "LoadTape()" for real chunk support and also adjusted
849 "SaveTape()" accordingly.
851 2002-03-14 src/game.c, src/tape.c, src/files.c
852 * Important changes to tape format: The old tape format stored all
853 actions with a real effect with a corresponding delay between the
854 stored actions. This had some major disadvantages (for example,
855 push delays had to be ignored, pressing a button for some seconds
856 mutated to several single button presses because of the non-action
857 delays between two action frames etc.). The new tape format just
858 stupidly records all device actions and replays them later. I really
859 don't know why I haven't solved it that way before?! Old-style tapes
860 (with tape file version less than 2.0) get converted to the new
861 format on-the-fly when loading and can therefore still be played;
862 only some minor parts of the old-style tape handling code was needed.
863 (A perfect conversion is not possible, because there is information
864 missing about the device actions between two action frames.)
866 2002-03-14 src/files.c
867 * New function "DumpTape()" to dump the contents of the current tape
868 in a human readable format.
870 2002-03-14 src/game.c
871 * Small tape bug fixed: When automatically advancing to next level
872 after a game was won, the tape from the previous level still was
873 loaded as a tape for the new level.
875 2002-03-14 src/tape.c
876 * Small graphical bug fixed: When pressing ""Record" or "Play" on
877 tape, cartoons did not get completely removed because
878 StopAnimation() was not called.
880 2002-03-13 src/files.c
881 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
882 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
883 size even when using 16-bit elements). Added new chunk "CNT2" for
884 16-bit amoeba content (previously written in 8-bit field in "HEAD"
885 chunk even when content was 16-bit element). "CNT2" should now be
886 able to store content for arbitrary elements (up to eight blocks of
887 3 x 3 element arrays). All "CNT2" elements will always be stored as
888 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
890 2002-03-13 src/files.c
891 * Changed "LoadLevel()" for real chunk support.
893 2002-03-12 src/game.c
894 * Fixed problem (introduced after 2.0.0 release) with penguins
895 not getting killed by enemies
897 2002-02-24 src/game.c, src/main.h
898 * Added "player->is_moving"; now "player->last_move_dir" does
899 not contain any information if the player is just moving at
901 Before, "player->last_move_dir" was misused for this purpose
902 for the robot stuff (robots don't kill players when they are
903 moving). But setting "player->last_move_dir" to MV_NO_MOVING
904 broke tapes when walking through pipes!
905 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
906 in a continuous movement. This fact is ignored for friends and