2 * fixed small bug when dragging scrollbars to end positions
5 * added editor element descriptions written by Aaron Davidson
8 * improved fallback handling when configured artwork is not available
9 (now using default artwork instead of exiting when files not found)
12 * fixed bug on level selection screen when dragging scrollbar
15 * fixed bug which caused broken tapes when appending to EM engine tapes
18 * uploaded pre-release (test) version 3.2.0-1 binary and source code
21 * added code to replace changed artwork config tokens with other tokens
22 (needed for backwards compatibility, so that older tokens still work)
25 * added native R'n'D graphics for some new EMC elements in EM engine
28 * fixed some bugs in the EM engine integration code
29 * changed EM engine code to allow diagonal movement
30 * changed EM engine code to allow use of separate snap and drop keys
33 * fixed some redraw bugs when using EM engine
36 * fixed bug with not converting RND levels which are set to use native
37 engine to native level structure when loading
40 * uploaded pre-release (test) version 3.2.0-0 binary and source code
43 * version number set to 3.2.0
46 * level data now reset to defaults after attempt to load invalid file
49 * added use of "editorsetup.conf" for different level sets
52 * added auto-detection for various types of Emerald Mine level files
55 * fixed bug with scrollbars getting too small when list is very large
58 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
61 * added most level editor configuration gadgets for new EMC elements
64 * added more element and graphic definitions for new EMC elements
67 * modified native EM engine to use integrated R'n'D sound system
70 * added SDL support to graphics functions in native EM engine
71 (by always using generic libgame interface functions)
74 * fixed bug in frame synchronization in native EM engine
77 * added code to convert levels between R'n'D and native EM engine
80 * new Emerald Mine engine can now play levels selected in main menu
83 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
84 (which creates scaled down graphics for level editor and preview);
85 there's still a memory leak somewhere in the artwork handling code
86 * added "scale image up" functionality to X11 version of zoom function
89 * first attempts to integrate new, native Emerald Mine Club engine
92 * fixed bug in gadget code which caused reset of CEs in level editor
93 (example: pressing 'b' [grab brush] on CE config page erased values)
94 (solution: check if gadgets in ClickOnGadget() are really mapped)
95 * improved level change detection in editor (settings now also checked)
96 * fixed bug with "can move into acid" and "don't collide with" state
99 * fixed maze runner style CEs to use the configured move delay value
102 * added Aaron Davidson's tutorial level set to the "Tutorials" section
105 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
106 * fixed the above fix because it broke level set "machine" (*sigh*)
107 * fixed random element placement in level editor to work as expected
108 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
111 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
114 * fixed bug (missing array boundary check) which caused broken tapes
115 * fixed bug (when loading level template) which caused broken levels
116 * fixed bug with new block last field code when using non-yellow player
119 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
120 * internal change of how the player blocks the last field when moving
121 * fixed blocking delay of last field for EM and SP style block delay
122 * fixed bug where the player had to wait for the usual move delay after
123 unsuccessfully trying to move, when he directly could move after that
124 * the last two changes should make original Supaplex level 93 solvable
125 * improved use of random number generator to make it less predictable
126 * fixed behaviour of slippery SP elements to let slip left, then right
129 * fixed bug with wrong door state after trying to quickload empty tape
130 * fixed waste of static memory usage of the binary, making it smaller
131 * fixed very little graphical bug in Supaplex explosion
134 * version number set to 3.1.1
137 * version 3.1.0 released
140 * fixed bug with crash when writing user levelinfo.conf the first time
143 * added option "convert LEVELDIR [NR]" to command line batch commands
144 * re-converted Supaplex levels to apply latest engine fixes
145 * changed "use graphic/sound of element" to "use graphic of element"
146 due to compatibility problems with some levels ("bug machine" etc.)
149 * fixed bug with CE change replacing player with same or other player
152 * fixed bug with opaque font in envelope with background graphic when
153 background graphic is not transparent itself
156 * added "gravity on" and "gravity off" ports for Supaplex compatibility
157 * corrected original Supaplex level loading code to use these new ports
158 * also corrected Supaplex loader to auto-count infotrons if set to zero
161 * fixed bug with missing initialization of "modified" flag for GEs
164 * fixed bug that caused endless recursion loop when relocating player
165 * fixed tape recorder bug in "step mode" when using "pause before end"
166 * fixed tape recorder bug when changing from "warp forward" mode
169 * fixed bug with "when touching" for pushed elements at last position
172 * fixed bug that caused two activated toolbox buttons in level editor
173 * fixed bug with exploding dynabomb under player due to other explosion
176 * fixed bug with creating walkable custom element under player (again)
177 * fixed bug with not copying explosion type when copying CEs in editor
178 * fixed graphical bug when drawing player in setup menu (input devices)
179 * fixed graphical bug when the player is pushing an accessible element
180 * fixed bug with classic switchable elements triggering CE changes
181 * fixed bug with entering/leaving walkable element in RelocatePlayer()
182 * fixed crash bug when CE leaves behind the trigger player element
185 * fixed bug with broken tubes after placing/exploding dynamite in them
186 * fixed bug with exploding dynamite under player due to other explosion
187 * fixed bug with not resetting push delay under certain circumstances
190 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
191 * added network multiplayer code for Windows (thanks to Niko Böhm)
194 * added option "reachable despite gravity" for gravity movement
195 * changed gravity movement of most classic walkable and passable
196 elements back to "not reachable" (for compatibility reasons)
199 * fixed (removed) "indestructible" / "can explode" dependency in editor
200 * fixed (removed) "accessible inside" / "protected" dependency
201 * fixed (removed) "step mode" / "shield time" dependency
204 * fixed dynabombs exploding now into anything diggable
205 * fixed Supaplex style gravity movement into buggy base now impossible
206 * added pressing key "space" as valid action to select menu options
209 * added "replace when walkable" to relocate player to walkable element
210 * added "enter"/"leave" event for elements affected by relocation
211 * fixed "direct"/"indirect" change order also for "when change" event
212 * fixed graphical bug when pushing things from elements walkable inside
215 * fixed graphic bug when player is snapping while moving in old levels
216 * fixed bug when a moving custom element leaves a player element behind
217 * fixed bug with mole not disappearing when moving into acid pool
218 * fixed bug with incomplete path setting when using "--basepath" option
219 * moving CE can now leave walkable elements behind under the player
220 * when relocating, player can be set on walkable element now
221 * fixed another gravity movement bug
224 * uploaded pre-release (test) version 3.1.0-2 binary and source code
227 * added "collectible" and "removable" to extended replacement types
228 (where "removable" replaces "diggable" and "collectible" elements)
229 * added "collectible & throwable" (to throw element to the next field)
230 * fixed bug with CEs digging elements that are just about to explode
231 * changed mouse cursor now always being visible when game is paused
234 * added possibility to push/press accessible elements from a side that
236 * fixed bug with not setting actual date when appending to tape
239 * fixed bug with incorrectly initialized custom element editor graphics
242 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
243 - number of levels corrected from 18 to 17 in "levelinfo.conf"
246 * fixed bug with destroyed robot wheel still attracting robots forever
247 * fixed bug with time gate switch deactivating after robot wheel time
248 (while the time gate itself is not affected by this misbehaviour)
249 * changed behaviour of BD style amoeba to always get blocked by player
250 (before it was different when there were non-BD elements in level)
251 * fixed bug with player destroying indestructable elements with shield
254 * added option to make growing elements grow into anything diggable
255 (for the various amoeba types, biomaze and "game of life")
258 * fixed bug with movable elements not moving after left behind by CEs
259 * changed gravity movement to anything diggable, not only sand/base
260 * optionally allowing passing to walkable element, not only empty space
261 * added option "can pass to walkable element" for players
262 * finally fixed gravity movement (hopefully)
265 * fixed bug with movable elements not moving anymore after falling down
268 * fixed another bug with custom elements digging and leaving elements
269 * fixed bug with "along left/right side" and automatic start direction
270 * trigger elements now also displayed when "more custom" deactivated
271 * fixed bug with clipboard element initialized when loading new level
272 * added option "drop delay" to set delay before dropping next element
275 * uploaded pre-release (test) version 3.1.0-1 binary and source code
278 * added copy and paste functions for custom change pages
279 * enhanced graphical display and functionality of tape recorder
280 * fixed bug with custom elements digging and leaving elements
283 * added move speed faster than "very fast" for custom elements
284 * fixed bug with 3+3 style explosions and missing border content
285 * fixed little bug when copying custom elements in the editor
286 * enhanced custom element changes by more side trigger actions
289 * added option "no scrolling when relocating" for instant teleporting
290 * uploaded pre-release (test) version 3.1.0-0 binary and source code
293 * added trigger element and trigger player to use as target elements
294 * added copy and paste functions for custom and group elements
297 * fixed graphical bug when displaying explosion animations
298 * fixed bug when appending to tapes, resulting in broken tapes
299 * re-recorded a few tapes broken by fixing gravity checking bug
302 * "can move into acid" property now for all elements independently
303 * "can fall into acid" property for player stored in same bitfield now
304 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
305 * version number set to 3.1.0 (finally!)
308 * changed tape recording to only record input, not programmed actions
311 * fixed totally broken (every 8th frame skipped) step-by-step recording
312 * fixed bug with requester not displayed when quick-loading interrupted
313 * added option "can fall into acid (with gravity)" for players
314 * fixed bug with player not falling when snapping down with gravity
317 * fixed bug which messed up key config when using keypad number keys
320 * fixed bug which allowed moving upwards even when gravity was active
321 * fixed bug with missing error handling when dumping levels or tapes
324 * added different colored editor graphics for Supaplex gravity tubes
327 * fixed bug that allowed solvable tapes for unsolvable levels
330 * use unlimited number of droppable elements when "count" set to zero
331 * added option to use step limit instead of time limit for level
334 * added player and change page as trigger for custom element change
337 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
340 * fixed bug with dark yamyam changing to acid when moving over acid
341 * fixed handling of levels with more than 999 seconds level time
342 (example: level 76 of "Denmine")
345 * "spring push bug" reintroduced as configurable element property
346 * fixed bug with missing properties for "mole"
347 * fixed bug that showed up when fixing the above "mole" properties bug
348 * added option "can move into acid" for all movable elements
349 * fixed graphical bug for elements moving into acid
350 * changed event handling to handle all pending events before going on
353 * fixed bug which caused all CE change pages to be ignored which had
354 the same change event, but used a different element side
355 (reported by Simon Forsberg)
357 * fixed bug which caused elements that can move and fall and that are
358 transported by a conveyor belt to continue moving into that direction
359 after leaving the conveyor belt, regardless of their own movement
360 type; only elements which can not move are transported now
361 (reported by Simon Forsberg)
363 * fixed bug which could cause an array overflow in RelocatePlayer()
364 (reported by Niko Böhm)
366 * changed Emerald Mine style "passable / over" elements to "protected"
367 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
369 * added new option to select from which side a "walkable/passable"
370 element can be entered
373 * added explosion and ignition delay for elements that can explode
376 * fixed bug which caused player not being protected against enemies
377 when a CE was "walkable / inside" and was not "indestructible"
378 * added "walkable/passable" fields to be "protected/unprotected"
379 against enemies, even if not accessible "inside" but "over/under"
382 * corrected move pattern to 32 bit and initial move direction to 8 bit
385 * added second custom element base configuration page
388 * added some special EMC mappings to Emerald Mine level loader
389 (also covering previously unknown element in level 0 of "Bondmine 8")
392 * added option to block last field when player is moving (for Supaplex)
393 * adjusted push delay of Supaplex elements
394 * removed delays for envelopes etc. when replaying with maximum speed
395 * fixed bug when dropping element on a field that just changed to empty
398 * fixed bug: infotrons can now smash yellow disks
399 * fixed bug: when gravity active, port above player can now be entered
400 * removed "one white dot" mouse pointer which irritated some people
403 * added "choice type" for group element selection
406 * fixed bug with initial invulnerability of non-yellow player
409 * added level loader for loading native Supaplex packed levels
410 (including multi-part levels like the "splvls99" levels)
413 * fixed bug which allowed creating emeralds by escaping explosions
416 * custom elements can change (limited) or leave (unlimited) elements
417 * finally added multiple matches using group elements
418 * added shortcut to dump brush (type ":DB" in editor) for use in forum
421 * added new start movement type "previous" for continued CE movement
422 * added new start movement type "random" for random CE movement start
425 * added new element "sokoban_field_player" needed for Sokoban levels
426 (thanks to Ed Booker for pointing this out!)
429 * added elements that can be digged or left behind by custom elements
432 * added group elements for multiple matches and random element creation
435 * fixed some graphical errors displayed in old levels
438 * fixed wrong double speed movement after passing closing gates
441 * added level loader for loading native Emerald Mine levels
444 * changes for "shooting" style CE movement
447 * Happy New Year! ;-)
450 * changed default snap/drop keys from left/right Shift to Control keys
453 * fixed bug with dead player getting reanimated from custom element
456 * fixed bug with wrong penguin graphics (when entering exit)
459 * fixed bug with wrong "Murphy" graphics (when digging etc.)
462 * version number set to 3.0.9
465 * version 3.0.8 released
468 * added function checked_free()
471 * fixed bug with double nut cracking sound
472 (by eliminating "default element action sound" assignment in init.c)
475 * fixed crash when no music info files are available
478 * fixed boring and sleeping sounds
481 * added "maze runner" and "maze hunter" movement types
482 * added extended collision conditions for custom elements
485 * added warnings for undefined token values in artwork config files
488 * added menu entry for level set information to the info screen
491 * fixed bug with wrong default impact sound for colored emeralds
494 * added several sub-screens for the info screen
495 * menu text now also clickable (not only blue/red sphere left of it)
498 * added configurable "bored" and "sleeping" animations for the player
499 * added "awakening" sound for player when waking up after sleeping
502 * added "copy" and "exchange" functions for custom elements to editor
505 * added configurable element animations for info screen
508 * added configurable music credits for info screen
511 * finally fixed tape recording when player is created from CE change
514 * added "editorsetup.conf" for editor element list configuration
517 * added "musicinfo.conf" for menu and level music configuration
520 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
521 (that only showed up on Linux, but not on Windows systems)
524 * fixed turning movement of butterflies and fireflies (no frame reset)
525 * enhanced sniksnak turning movement (two steps instead of only one)
528 * version number set to 3.0.8
531 * version 3.0.7 released
534 * fixed reset of player animation frame when, for example,
535 walking, digging or collecting share the same animation
536 * fixed CE with "deadly when touching" exploding when touching amoeba
539 * fixed tape recording when player is created from CE element change
542 * introduced "turning..." action graphic for elements with move delay
543 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
544 * added turning animations for bug, spaceship and sniksnak
547 * prevent "extended" changed elements from delay change in same frame
550 * fixed bug when pushing element that can move away to the side
551 (like pushing falling elements, but now with moving elements)
554 * finally fixed serious bug in code for delayed element pushing (again)
557 * unavailable setup options now marked as "n/a" instead of "off"
558 * new boolean directive "latest_engine" for "levelinfo.conf": when set
559 to "true", levels are always played with the latest game engine,
560 which is desired for levels that are imported from other games; all
561 other levels are played with the engine version stored in level file
562 (which is normally the engine version the level was created with)
565 * fixed serious bug in code for delayed element pushing
566 * fixed little bug in animation frame selection for pushed elements
567 * speed-up of reading config file for verbose output
570 * added configuration option for opening and closing Supaplex exit
571 * added configuration option for moving up/down animation for Murphy
572 * fixed incorrectly displayed animation for attacking dragon
573 * fixed bug with not setting initial gravity for each new game
574 * fixed bug with teleportation of player by custom element change
575 * fixed bug with player not getting smashed by rock sometimes
578 * version number set to 3.0.7
581 * version 3.0.6 released
584 * added support for MP3 music for SDL version through SMPEG library
587 * fixed bug when initializing font graphic structure
588 * fixed bug with animation mode "pingpong" when using only 1 frame
589 * fixed bug with extended change target introduced in 3.0.5
590 * fixed bug where passing over moving element doubles player speed
591 * fixed bug with elements continuing to move into push direction
592 * fixed bug with duplicated player when dropping bomb with shield on
593 * added "switching" event for custom elements ("pressing" only once)
594 * fixed switching bug (resetting flag when not switching but not idle)
597 * fixed element tokens for certain file elements with ".active" etc.
600 * version number set to 3.0.6
603 * version 3.0.5 released
606 * now four envelope elements available
607 * font, background, animation and sound for envelope now configurable
608 * main menu doors opening/closing animation type now configurable
611 * active/inactive sides configurable for custom element changes
612 * new movement type "move when pushed" available for custom elements
615 * fixed bug in multiple config pages loader code that caused crashes
618 * enhanced (remaining low-resolution) Supaplex graphics
621 * version number set to 3.0.5
624 * version 3.0.4 released
626 2003-09-12 src/tools.c
627 * fixed bug in custom definition of crumbled element graphics
629 2003-09-11 src/files.c
630 * fixed bug in multiple config pages code that caused crashes
633 * version number set to 3.0.4
636 * version 3.0.3 released
639 * added music to Supaplex classic level set
641 2003-09-07 src/libgame/misc.c
642 * added support for loading various music formats through SDL_mixer
644 2003-09-06 (various source files)
645 * fixed several nasty bugs that may have caused crashes on some systems
646 * added envelope content which gets displayed when collecting envelope
647 * added multiple change event pages for custom elements
649 2003-08-24 src/game.c
650 * fixed problem with player animation when snapping and moving
652 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
653 * fixed problem with flickering when drawing toon animations
655 2003-08-23 src/libgame/sdl.c
656 * fixed problem with setting mouse cursor in SDL version in fullscreen
658 2003-08-23 src/game.c
659 * fixed bug (missing array boundary check) which could crash the game
662 * version number set to 3.0.3
665 * version 3.0.2 released
667 2003-08-21 src/game.c
668 * fixed bug with creating inaccessible elements at player position
670 2003-08-20 src/init.c
671 * fixed bug with not finding current level artwork directory
673 2003-08-20 src/files.c
674 * fixed bug with choosing wrong engine version when playing tapes
675 * fixed bug with messing up custom element properties in 3.0.0 levels
678 * version number set to 3.0.2
681 * version 3.0.1 released
683 2003-08-17 (no source files affected)
684 * changed all "classic" PCX image files with 16 colors or less to
685 256 color (8 bit) storage format, because the Allegro game library
686 cannot handle PCX files with less than 256 colors (contributed
687 graphics are not affected and might look wrong in the DOS version)
689 2003-08-16 src/init.c
690 * fixed bug which (for example) crashed the level editor when defining
691 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
692 (only set to default) -- invalid graphics now set to default graphic
694 2003-08-16 src/init.c
695 * fixed graphical bug of player digging/collecting/snapping element
696 when no corresponding graphic/animation is defined for this action,
697 resulting in player being drawn as EL_EMPTY (which should only be
698 done to elements being collected, but not to the player)
700 2003-08-16 src/game.c
701 * fixed small graphical bug of player not totally moving into exit
703 2003-08-16 src/libgame/setup.c
704 * fixed bug with wrong MS-DOS 8.3 filename conversion
706 2003-08-16 src/tools.c
707 * fixed bug with invisible mouse cursor when pressing ESC while playing
709 2003-08-16 (various source files)
710 * added another 128 custom elements (disabled in editor by default)
712 2003-08-16 src/editor.c
713 * fixed NULL string bug causing Solaris to crash in sprintf()
715 2003-08-16 src/screen.c
716 * fixed drawing over scrollbar on level selection with custom fonts
718 2003-08-15 src/game.c
719 * cleanup of simple sounds / loop sounds / music settings
721 2003-08-08 (various source files)
722 * added custom element property for dropping collected elements
724 2003-08-08 src/conf_gfx.c
725 * fixed bug with missing graphic for active red disk bomb
727 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
728 * extended variable "level.gravity" to "level.initial_gravity" and
729 "game.current_gravity" to prevent level setting from being changed
730 by playing the level (keeping the runtime value after playing)
732 * fixed graphics bug when digging element that has 'crumbled' graphic
733 definition, but not 'diggable' graphic definition
736 * version number set to 3.0.1
739 * version 3.0.0 released
742 * various bug fixes; among others:
743 - fixed bug with pushing spring over empty space
744 - fixed bug with leaving tube while placing dynamite
745 - fixed bug with explosion of smashed penguins
746 - allow Murphy player graphic in levels with non-Supaplex elements
750 * I have forgotten to document changes for some time
753 * pre-release version 2.2.0rc1 released
756 * version number set to 2.1.2
759 * version 2.1.1 released
762 * version number set to 2.1.1
765 * version 2.1.0 released
768 * version number set to 2.1.0
770 2002-04-03 to 2002-05-19 (various source files)
771 * graphics, sounds and music now fully configurable
772 * bug fixed that prevented walking through tubes when gravity on
774 2002-04-02 src/events.c, src/editor.c
775 * Make Escape key less aggressive when playing or when editing level.
776 This can be configured as an option in the setup menu. (Default is
777 "less aggressive" which means "ask user if something can be lost"
778 when pressing the Escape key.)
780 2002-04-02 src/screen.c
781 * Added "graphics setup" screen.
783 2002-04-01 src/screen.c
784 * Changed "choose level" setup screen stuff to be more generic (to
785 make it easier to add more "choose from generic tree" setup screens).
787 2002-04-01 src/config.c, src/timestamp.h
788 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
789 automatically gets created by "src/Makefile" and contains an actual
790 compile-time timestamp to identify development versions of the game).
792 2002-03-31 src/tape.c, src/events.c
793 * Added quick game/tape save/load functions to tape stuff which can be
794 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
795 loads previously recorded tape and directly goes into recording mode
796 from the end of the tape (therefore appending to the tape).
798 2002-03-31 src/tape.c
799 * Added "index mark" function to tape recorder. When playing or
800 recording, "eject" button changes to "index" button. Setting index
801 mark is not yet implemented, but pressing index button when playing
802 allows very quick advancing to end of tape (when normal playing),
803 very fast forward mode (when playing with normal fast forward) or
804 very fast reaching of "pause before end of tape" (when playing with
805 "pause before end" playing mode).
807 2002-03-30 src/cartoons.c
808 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
810 2002-03-29 src/screen.c
811 * Changed setup screen stuff to be more generic (to make it easier
812 to add more setup screens).
814 2002-03-23 src/main.c, src/main.h
815 * Various changes due to the introduction of the new libgame files
816 "setup.c" and "joystick.c".
818 2002-03-23 src/files.c
819 * Generic parts of "src/files.c" (mainly setup and level directory
820 stuff) moved to new libgame file "src/libgame/setup.c".
822 2002-03-23 src/joystick.c
823 * File "src/joystick.c" moved to libgame source tree, with
824 correspondig changes.
826 2002-03-22 src/screens.c
827 * "HandleChooseLevel()": Another bug in level series navigation fixed.
828 (Wrong level series information displayed when entering main group.)
830 2002-03-22 src/editor.c
831 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
833 2002-03-22 src/editor.c
834 * Changed behaviour of "Escape" key in level editor to be more
835 intuitive: When in "Element Properties" or "Level Info" mode,
836 return to "Drawing Mode" instead of leaving the level editor.
838 2002-03-21 src/game.c, src/editor.c, src/files.c
839 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
840 gems (emeralds, diamonds, ...) slipping down from normal wall,
841 steel wall and growing wall (as in E.M.C. style levels). Although
842 the behaviour of contributed and private levels wasn't changed (due
843 to the use of "level.game_version"; see previous entry), editing
844 those levels will (of course) change the behaviour accordingly.
846 This change seems a bit too hard after thinking about it, because
847 the EM style behaviour is not the "expected" behaviour (gems would
848 normally only slip down from "rounded" walls). Therefore this was
849 now changed to an element property for gem style elements, with the
850 default setting "off" (which means: no special EM style behaviour).
851 To fix older converted levels, this flag is set to "on" for pre-2.0
852 levels that are neither contributed nor private levels.
854 2002-03-20 src/files.h
855 * Corrected settings for "level.game_version" depending of level type.
856 (Contributed and private levels always get played with game engine
857 version they were created with, while converted levels always get
858 played with the most recent version of the game engine, to let new
859 corrections of the emulation behaviour take effect.)
861 2002-03-20 src/main.h
862 * Added "#include <time.h>". This seems to be needed by "tape.c" for
863 compiling the SDL version on some systems.
864 Thanks to the several people who pointed this out.
867 * Version number set to 2.0.2.
870 * Version 2.0.1 released.
872 2002-03-18 src/screens.c
873 * "HandleChooseLevel()": Small bug in level series navigation fixed.
875 2002-03-18 src/files.c [src/libgame/misc.c]
876 * Moved some common functions from src/files.c to src/libgame/misc.c.
878 2002-03-18 src/files.c [src/libgame/misc.c]
879 * Changed permissions for new directories and saved files (especially
880 score files) according to suggestions of Debian users and mantainers.
881 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
883 2002-03-17 src/files.c
884 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
885 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
886 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
887 for levels and "TAPE" for tapes). Old "cookie" style format is
888 still supported for reading. New level and tape files are written
891 * New IFF chunk "VERS" contains version numbers for file and game
892 (where "game version" is the version of the program that wrote the
893 file, and "file version" is a version number to distinguish files
894 with different format, for example after adding new features).
896 2002-03-15 src/screen.c
897 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
898 (Before, you heard a mixture of the in-game music and the
901 2002-03-14 src/events.c
902 * Function "DumpTape()" (files.c) now available by pressing 't' from
903 main menu (when in DEBUG mode).
905 2002-03-14 src/game.c
906 * "GameWon()": When game was won playing a tape, now there is no delay
907 raising the score and no corresponding sound is played.
909 2002-03-14 src/files.c
910 * Changed "LoadTape()" for real chunk support and also adjusted
911 "SaveTape()" accordingly.
913 2002-03-14 src/game.c, src/tape.c, src/files.c
914 * Important changes to tape format: The old tape format stored all
915 actions with a real effect with a corresponding delay between the
916 stored actions. This had some major disadvantages (for example,
917 push delays had to be ignored, pressing a button for some seconds
918 mutated to several single button presses because of the non-action
919 delays between two action frames etc.). The new tape format just
920 stupidly records all device actions and replays them later. I really
921 don't know why I haven't solved it that way before?! Old-style tapes
922 (with tape file version less than 2.0) get converted to the new
923 format on-the-fly when loading and can therefore still be played;
924 only some minor parts of the old-style tape handling code was needed.
925 (A perfect conversion is not possible, because there is information
926 missing about the device actions between two action frames.)
928 2002-03-14 src/files.c
929 * New function "DumpTape()" to dump the contents of the current tape
930 in a human readable format.
932 2002-03-14 src/game.c
933 * Small tape bug fixed: When automatically advancing to next level
934 after a game was won, the tape from the previous level still was
935 loaded as a tape for the new level.
937 2002-03-14 src/tape.c
938 * Small graphical bug fixed: When pressing ""Record" or "Play" on
939 tape, cartoons did not get completely removed because
940 StopAnimation() was not called.
942 2002-03-13 src/files.c
943 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
944 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
945 size even when using 16-bit elements). Added new chunk "CNT2" for
946 16-bit amoeba content (previously written in 8-bit field in "HEAD"
947 chunk even when content was 16-bit element). "CNT2" should now be
948 able to store content for arbitrary elements (up to eight blocks of
949 3 x 3 element arrays). All "CNT2" elements will always be stored as
950 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
952 2002-03-13 src/files.c
953 * Changed "LoadLevel()" for real chunk support.
955 2002-03-12 src/game.c
956 * Fixed problem (introduced after 2.0.0 release) with penguins
957 not getting killed by enemies
959 2002-02-24 src/game.c, src/main.h
960 * Added "player->is_moving"; now "player->last_move_dir" does
961 not contain any information if the player is just moving at
963 Before, "player->last_move_dir" was misused for this purpose
964 for the robot stuff (robots don't kill players when they are
965 moving). But setting "player->last_move_dir" to MV_NO_MOVING
966 broke tapes when walking through pipes!
967 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
968 in a continuous movement. This fact is ignored for friends and