2 * small change to handle loading empty element/content list micro chunks
5 * uploaded pre-release (test) version 3.2.3-0 binary and source code
8 * some optimizations on startup speed by reducing initial text output
11 * added caching of custom artwork information for faster startup times
14 * fixed graphical bug when using fewer menu entries on level selection
15 screen than usual (with "menu.list_size.LEVELS" directive)
16 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
17 the backbuffer to the backbuffer by error (with identical rectangle)
20 * fixed bug when displaying titlescreen with size less than element tile
21 * fixed bug that caused elements with "change when digging <e>" event
22 to change for _every_ digged element, not only those specified in <e>
23 * fixed bug that caused impact style collision when dropping element one
24 tile over the player that can both fall down and smash players
25 * fixed bug that caused impact style collision when element changed to
26 falling/smashing element over the player immediately after movement
29 * fixed bug that allowed making engine snapshots from the level editor
32 * fixed bugs with player name and current level positions on main screen
35 * added configuration directives for control of title screens:
36 - "title.fade_delay" for fading time
37 - "title.post_delay" for pause between screens (when not crossfading)
38 - "title.auto_delay" to automatically continue after some time
39 these settings can each be overridden by specifying them with titles:
40 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
41 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
42 fading mode can also be specified:
43 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
44 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
45 default is using normal fading for menues and initial title screens,
46 while using cross-fading for level set title screens
47 * fixed bug with background not drawn in Hall of Fame after game was won
50 * added configuration directives for the remaining main menu items
53 * added additional configuration directives for info screen draw offset:
54 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
55 * added additional configuration directives for preview info text
56 * limited mouse wheel sensitive screen area to scrollable screen area
59 * added highlighted menu text entries to menu navigation when selected
62 * fixed bug that prevented player from correctly being created in the
63 top left corner by a custom element change in a level without player
64 * fixed bug that prevented player from being killed when indestructible,
65 non-walkable element is placed on player position by extended change
66 * added configurable menu button, text and input positions to main menu
69 * added page fading effects for remaining info sub-screens
70 * fixed small bug that caused some delays when answering door request
73 * added directives "border.draw_masked.*" for menu/playfield area and
74 door areas to display overlapping/masked borders from "global.border"
77 * fixed bug with CE with move speed "not moving" not being animated
78 * when changing player artwork by CE action, reset animation frame
81 * fixed bug with not unmapping main menu screen gadgets on other screens
82 * fixed bug with un-pausing a paused game by releasing still pressed key
83 * fixed bug with not redrawing screen when toggling to/from fullscreen
84 mode while fast reloading tape (without redrawing playfield contents)
85 * fixed bug with quick-saving tape snapshot despite answering with "no"
88 * version number set to 3.2.3
91 * version 3.2.2 released
94 * fixed bug with redrawing screen in fullscreen mode after quick tape
95 reloading when using the EMC game engine
96 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
99 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
102 * added engine snapshot functionality for instant tape reloading (this
103 only works for the last tape saved using "quick save", and does not
104 work across program restarts, because it completely works in memory)
107 * version number set to 3.2.2
110 * version 3.2.1 released
113 * fixed nasty bugs with handling error message file on Mac OS X systems
116 * general code cleanup (removing many annoying "#if 0" blocks etc.)
119 * fixed bug that caused broken tapes when manually appending to tapes
120 using the "pause before death" functionality, followed by recording
121 * added setup option to disable fading of screens for faster testing
124 * code cleanup of new fading functions
127 * changed behaviour after solved game -- do not immediately stop engine
128 * added some more smooth screen fadings (game start, hall of fame etc.)
131 * fixed bug with displaying pushed CE with value/score/delay anim_mode
134 * added configurable level preview position, tile size and dimensions
135 * added configurable game panel value positions (gems, time, score etc.)
138 * fixed small bug with time displayed incorrectly when collecting CEs
141 * fixed bug with bumpy scrolling with EM engine in double player mode
144 * added compatibility code to fix "Snake Bite" style levels that were
145 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
148 * fixed bug with scrollbars inside editor when using the Windows mouse
149 enhancement tool "True X-Mouse" (which injects key events to the event
150 queue to insert selected stuff into the Windows clipboard, which gets
151 confused with the "Insert" key for jumping to the last editor cascade
152 block in the element list)
153 * added Rocks'n'Diamonds icon for use as window icon to SDL version
154 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
157 * added selection of preferred fullscreen mode to setup / graphics menu
158 (useful if default mode 800 x 600 does not match screen aspect ratio)
161 * improved down-scaling of images for better editor and preview graphics
162 * changed user data directory for Mac OS X from Unix style to new place
165 * improved level number selection in main menu and player selection in
166 setup menu (input devices section) by using standard button gadgets
167 * added support for mouse scroll wheel (caused buggy behaviour before)
168 * added support for scrolling horizontal scrollbars with mouse wheel by
169 holding "Shift" key pressed while scrolling the wheel
170 * added support for single step mouse wheel scrolling by holding "Alt"
171 key pressed while scrolling the wheel (can be combined with "Shift")
172 * changed output file "stderr.txt" on Windows platform now always to be
173 created in the R'n'D sub-directory of the personal documents directory
174 * added Windows message box to direct to "stderr.txt" after error aborts
177 * improved general scrollbar handling (when jump-scrolling scrollbars)
180 * changed scrollbars to always show last line as first after scrolling
181 (that means jumping n - 1 screen lines instead of n screen lines)
184 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
185 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
186 * fixed special handling of vertically stacked acid becoming fake acid
189 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
190 affect multiple instances of the same CE, although this kind of
191 change condition usually only affects one single custom element
194 * version number set to 3.2.1
197 * version 3.2.0 released
200 * reorganized level editor element list a bit to match engines better
203 * fixed newly introduced bug with wrongly initializing clipboard element
206 * fixed bug with displaying visible/invisible level border in editor
209 * reorganized some elements in the level editor element list
212 * fixed bug with displaying any player as "yellow" when moving into acid
213 * fixed bug with displaying running player when player stopped at border
216 * fixed bug with player exploding when moving into acid
217 * fixed bug with level settings being reset in editor and when playing
218 (some compatibility settings being set not only after level loading)
219 * fixed crash bug when number of custom graphic frames was set to zero
220 * fixed bug with teleporting player on walkable tile not working anymore
221 * added partial compatibility support for pre-release-only "CONF" chunk
222 (to make Alan Bond's "color cycle" demo work again :-) )
225 * fixed some bugs when displaying title screens from info screen menu
226 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
229 * changed file major version to 3 to reflect level file format changes
230 * uploaded pre-release (test) version 3.2.0-8 binary and source code
233 * added new chunk "NAME" to level file format for level name settings
234 * added new chunk "NOTE" to level file format for envelope settings
235 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
236 * updated magic(5) file to recognize changed and new level file chunks
237 * removed change events "change when CE value/score changes" as unneeded
240 * changed gravity (which only affects the player) from level property
241 to player property (only makes a difference in multi-player levels)
242 * added change events "change when CE value/score changes"
243 * added change events "change when CE value/score changes of <element>"
246 * added new chunk "INFO" to level file format for global level settings
247 * added all element settings from "HEAD" chunk to "CONF" chunk
248 * added all global level settings from "HEAD" chunk to "INFO" chunk
251 * changed level file format by adding two new chunks "CUSX" (for custom
252 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
253 elements, replacing the previous "GRP1" chunk); these new IFF style
254 chunks use the new and flexible "micro chunks inside chunks" technique
255 already used with the new "CONF" chunk (for normal element properties)
256 which makes it possible to easily extend the existing level format
257 (instead of using fixed-length chunks like before, which are either
258 too big due to reserved bytes for future use, or too small when those
259 reserved bytes have all been used and even more data should be stored,
260 requiring the replacement by new and larger chunks just like it went
261 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
264 * added credits pages to the "credits" section that were really missing
265 * added some missing element descriptions to the level editor
266 * added down position of switchgate switch to the level editor
267 and allowed the use of both switch positions at the same time
268 * changed use of "Insert" and "Delete" keys to navigate element list in
269 level editor to start of previous or next cascading block of elements
272 * added the possibility to view the title screen to the info screen menu
273 * fixed some minor bugs with viewing title screens
276 * fixed bug with title (cross)fading in/out when using fullscreen mode
279 * fixed bug that forced re-defining of menu settings in local graphics
280 config file which are already defined in existing base config file
281 * fixed small bug that caused door sounds playing when music is enabled
284 * added the possibility to define up to five title screens for each
285 level set that are displayed after loading using (cross)fading in/out
286 (this was added to display the various start images of the EMC sets)
289 * added "CE score gets zero [of]" to custom element trigger conditions
290 * added setup option to display element token name in level editor
293 * added compatibility code for Juergen Bonhagen's menu artwork settings
296 * fixed bug with displaying wrong animation frame 0 after CE changes
297 * fixed bug with creating invisible elements when light switch is on
300 * added selection between ECS and AGA graphics for EMC levels to setup
303 * adjusted font handling for various narrow EMC style fonts
306 * changed EM engine behaviour back to re-allow initial rolling springs
309 * fixed handling of over-large selectboxes (less error-prone now)
310 * fixed bug when creating GE with walkable element under the player
313 * added use of "Insert" and "Delete" keys to navigate element list in
314 level editor to start of custom elements or start of group elements
315 * added virtual elements to access CE value and CE score of elements:
316 - "CE value of triggering element"
317 - "CE score of triggering element"
318 - "CE value of current element"
319 - "CE score of current element"
322 * fixed "grass" to "sand" in older EM levels (up to file version V4)
325 * changed behaviour of network games with internal errors (because of
326 different client frame counters) from immediately terminating R'n'D
327 to displaying an error message requester and stopping only the game
328 (also to prevent impression of crashes under non command-line runs)
329 * fixed playing network games with the EMC engine (did not work before)
330 * fixed bug with not scrolling the screen in multi-player mode with the
331 focus on player 1 when all players are moving in different directions
332 * fixed bug with keeping pointer to gadget even after its deallocation
333 * fixed bug with allowing "focus on all players" in network games
334 * fixed bug with player focus when playing tapes from network games
337 * uploaded pre-release (test) version 3.2.0-7 binary and source code
340 * code cleanup for game action control for R'n'D and EMC game engine
343 * fixed bug in multi-player movement with focus on both players
344 * added option to control only the focussed player with all input
347 * added player focus switching to level tape recording and re-playing
350 * fixed some bugs in player focus switching in EMC and RND game engine
353 * added special Supaplex animations for Murphy digging and snapping
354 * added special Supaplex animations for Murphy being bored and sleeping
357 * added four new yam yams with explicit start direction for EMC engine
358 * fixed bug in src/libgame/text.c with printing text outside the window
361 * fixed small bug in EMC level loader (copyright sign in EM II levels)
364 * added delayed ignition of EM style dynamite when used in R'n'D engine
365 * added limited movement range to EMC engine when focus on all players
368 * fixed bug with missing (zero) score values for native Supaplex levels
371 * added "continuous snapping" (snapping many elements while holding the
372 snap key pressed, without releasing the snap key after each element)
373 as a new player setting for more compatibility with the classic games
376 * finished scrolling for "focus on all players" in EMC graphics engine
379 * level sets with "levels: 0" are ignored for levels, but not artwork
380 * fixed bug when scanning empty level group directories (endless loop)
383 * fixed bug with explosion graphic for player using "Murphy" graphic
384 * fixed bug with explosion graphic if player leaves explosion in time
385 * changed some descriptive text in setup menu to use medium-width font
386 * added key shortcut settings for switching player focus to setup menu
389 * fixed bug with random value initialization when recording tapes
390 * fixed bug with playing single player tapes when team mode activated
393 * fixed little bug when trying to switch to player that does not exist
396 * added player switching (visual and quick) to R'n'D and EM game engine
397 * added setup option to select visual or quick in-game player switching
400 * added use of "Home" and "End" keys to handle element list in editor
403 * fixed bug with adding score when playing tape with EMC game engine
404 * added steel wall border for levels using EMC engine without border
405 * finally fixed delayed scrolling in EMC engine also for small levels
408 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
411 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
412 * fixed bug when displaying info element without action, but direction
415 * fixed minor graphical problems with springs smashing and slurping
416 (when using R'n'D style graphics instead of EMC style graphics)
419 * added scroll delay (as configured in setup) to EMC graphics engine
422 * improved screen redraw for EMC graphics engine (faster and smoother)
423 * when not scrolling, do not redraw the whole playfield if not needed
426 * added multi-player mode for EMC game engine (with up to four players)
429 * added android (can clone elements) from EMC engine to R'n'D engine
432 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
435 * added selectbox for initial player speed to player settings in editor
438 * version 3.1.2 created that is basically version 3.1.1, but with a
439 major bug fixed that prevented editing your own private levels
440 * version 3.1.2 released
443 * added magic ball (creates elements) from EMC engine to R'n'D engine
446 * uploaded fixed pre-release version 3.2.0-6 binary and source code
449 * fixed bug when using "CE can leave behind <trigger element>"
450 * added new change condition "(after/when) creation of <element>"
451 * added new change condition "(after/when) digging <element>"
452 * fixed bug accessing invalid gadget that caused crashes under Windows
453 * deactivated new possibility for multiple CE changes per frame
456 * uploaded pre-release (test) version 3.2.0-6 binary and source code
459 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
460 * fixed bug with not keeping CE value for moving CEs with only action
461 * changed CE action selectboxes in editor to be only reset when needed
464 * added option "use artwork from element" for custom player artwork
465 * added option "use explosion from element" for player explosions
468 * added cascaded element lists in the level editor
469 * added persistence for cascaded element lists by "editorcascade.conf"
470 * added dynamic element list with all elements used in current level
471 * added possibility for multiple CE changes per frame (experimental)
474 * uploaded pre-release (test) version 3.2.0-5 binary and source code
477 * changed "score for each 10 seconds/steps left" to "1 second/step"
478 * added own score for collecting "extra time" instead of sharing it
479 * added change events "switched by player" and "player switches <e>"
480 * added change events "snapped by player" and "player snaps <e>"
481 * added "set player artwork: <element choice>" to CE action options
482 * added change event "move of <element>"
485 * added "set player shield: off / normal / deadly" to CE action options
486 * added new player option "use level start element" in level editor
487 to set the correct focus at level start to elements from which the
488 player is created later (this did not work before for cascaded CE
489 changes resulting in creation of the player; it is now also possible
490 to create the player from a yam yam which is smashed at level start)
493 * added "set player speed: frozen (not moving)" to CE action options
494 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
497 * added new player option "block snap field" (enabled by default) to
498 make it possible to show a snapping animation like in Emerald Mine
501 * added dynamic selectboxes to custom element action settings in editor
502 * added "CE value" counter for custom elements (instead of "CE count")
503 * added option to use the last "CE value" after custom element change
504 * added option to use the "CE value" of other elements in CE actions
505 * fixed odd behaviour when pressing time orb in levels w/o time limit
506 * added checkbox "use time orb bug" for older levels that use this bug
509 * added missing configuration settings for the following elements:
510 - EL_TIMEGATE_SWITCH (time of open time gate)
511 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
512 - EL_SHIELD_NORMAL (time of shield duration)
513 - EL_SHIELD_DEADLY (time of shield duration)
514 - EL_EXTRA_TIME (time added to level time)
515 - EL_TIME_ORB_FULL (time added to level time)
518 * added "wind direction" as a movement pattern for custom elements
519 * added initial wind direction for balloon / custom elements to editor
520 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
523 * added parameters for "game of life" and "biomaze" elements to editor
526 * added level file chunk "CONF" for generic level and element settings
529 * uploaded pre-release (test) version 3.2.0-4 binary and source code
532 * skip empty level sets (with "levels: 0"; may be artwork base sets)
533 * added sound action ".page[1]" to ".page[32]" for each CE change page
536 * added image config suffix ".clone_from" to copy whole image settings
537 * fixed bug with invalid ("undefined") CE settings in old level files
540 * fixed graphical bug with smashing elements falling faster than player
543 * fixed major bug which prevented private levels from being edited
544 * fixed bug with precedence of general and special font definitions
547 * fixed graphical bug with player animation when player moves slowly
550 * uploaded pre-release (test) version 3.2.0-3 binary and source code
553 * fixed bug which prevented "global.num_toons: 0" from working
556 * major code cleanup (removed all these annoying "#if 0" blocks)
559 * added custom element actions for CE change page in level editor
562 * fixed music initialization bug in init.c (thanks to David Binderman)
563 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
564 (this bug must probably be fixed at other places, too)
567 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
568 (should be '#include <SDL.h>' instead)
571 * fixed bug which prevented "walkable from no direction" from working
572 (due to compatibility code overwriting this setting after loading)
575 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
578 * version number temporarily set to 3.1.1 (intermediate bugfix release)
579 * version 3.1.1 released
582 * changed some va_arg() arguments from 'long' to 'int', fixing problems
583 on 64-bit architecture systems with LP64 data model
586 * fixed bug with bombs not exploding when hitting the last level line
587 (introduced after the release of 3.1.0)
590 * added support for dumping small-sized level sketches from editor
593 * added recognition of "trigger element" for "change digged element to"
594 (this is not really what the "trigger element" was made for, but its
595 use may seem obvious for leaving back digged elements unchanged)
598 * fixed multiple warnings about failed joystick device initialization
601 * fixed bug with dynamite dropped on top of just dropped custom element
602 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
603 dynamite can still be dropped, but drop key must be released before
606 * fixed bug with wrong start directory when started from file browser
607 (due to this bug, R'n'D could not be started from KDE's Konqueror)
610 * fixed bug causing "change when impact" on player not working
611 * fixed wrong priority of "hitting something" over "hitting <element>"
612 * fixed wrong priority of "hit by something" over "hit by <element>"
615 * fixed graphical bug which caused the player (being Murphy) to show
616 collecting animations although the element was collected by penguin
619 * fixed two bugs causing wrong door background graphics in system.c
620 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
623 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
624 * added "no direction" to "walkable/passable from" selectbox options
627 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
628 * in tape autoplay, not only report broken, but also missing tapes
631 * uploaded pre-release (test) version 3.2.0-2 binary and source code
634 * fixed small bug with "linear" animation not working for active lamp
637 * fixed bug with moving up despite gravity due to "block last field"
638 * fixed small bug with wrong draw offset when typing name in main menu
639 * when reading user names from "passwd", ignore data after first comma
640 * when creating new "levelinfo.conf", only write some selected entries
643 * fixed displaying "imported from/by" on preview with empty string
644 * fixed ignoring draw offset for fonts used for level preview texts
647 * fixed a delay problem with SDL and too many mouse motion events
648 * added setup option "skip levels" and level skipping functionality
651 * added move speed "not moving" for non-moving CEs, but with direction
654 * fixed mapping of obsolete element token names in "editorsetup.conf"
655 * fixed bug with sound "acid.splashing" treated as a loop sound
656 * fixed some little sound bugs in native EM engine
659 * fixed small bug when dragging scrollbars to end positions
662 * added editor element descriptions written by Aaron Davidson
665 * improved fallback handling when configured artwork is not available
666 (now using default artwork instead of exiting when files not found)
669 * fixed bug on level selection screen when dragging scrollbar
672 * fixed bug which caused broken tapes when appending to EM engine tapes
675 * uploaded pre-release (test) version 3.2.0-1 binary and source code
678 * added code to replace changed artwork config tokens with other tokens
679 (needed for backwards compatibility, so that older tokens still work)
682 * added native R'n'D graphics for some new EMC elements in EM engine
685 * fixed some bugs in the EM engine integration code
686 * changed EM engine code to allow diagonal movement
687 * changed EM engine code to allow use of separate snap and drop keys
690 * fixed some redraw bugs when using EM engine
693 * fixed bug with not converting RND levels which are set to use native
694 engine to native level structure when loading
697 * uploaded pre-release (test) version 3.2.0-0 binary and source code
700 * version number set to 3.2.0
703 * level data now reset to defaults after attempt to load invalid file
706 * added use of "editorsetup.conf" for different level sets
709 * added auto-detection for various types of Emerald Mine level files
712 * fixed bug with scrollbars getting too small when list is very large
715 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
718 * added most level editor configuration gadgets for new EMC elements
721 * added more element and graphic definitions for new EMC elements
724 * modified native EM engine to use integrated R'n'D sound system
727 * added SDL support to graphics functions in native EM engine
728 (by always using generic libgame interface functions)
731 * fixed bug in frame synchronization in native EM engine
734 * added code to convert levels between R'n'D and native EM engine
737 * new Emerald Mine engine can now play levels selected in main menu
740 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
741 (which creates scaled down graphics for level editor and preview);
742 there's still a memory leak somewhere in the artwork handling code
743 * added "scale image up" functionality to X11 version of zoom function
746 * first attempts to integrate new, native Emerald Mine Club engine
749 * fixed bug in gadget code which caused reset of CEs in level editor
750 (example: pressing 'b' [grab brush] on CE config page erased values)
751 (solution: check if gadgets in ClickOnGadget() are really mapped)
752 * improved level change detection in editor (settings now also checked)
753 * fixed bug with "can move into acid" and "don't collide with" state
756 * fixed maze runner style CEs to use the configured move delay value
759 * added Aaron Davidson's tutorial level set to the "Tutorials" section
762 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
763 * fixed the above fix because it broke level set "machine" (*sigh*)
764 * fixed random element placement in level editor to work as expected
765 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
768 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
771 * fixed bug (missing array boundary check) which caused broken tapes
772 * fixed bug (when loading level template) which caused broken levels
773 * fixed bug with new block last field code when using non-yellow player
776 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
777 * internal change of how the player blocks the last field when moving
778 * fixed blocking delay of last field for EM and SP style block delay
779 * fixed bug where the player had to wait for the usual move delay after
780 unsuccessfully trying to move, when he directly could move after that
781 * the last two changes should make original Supaplex level 93 solvable
782 * improved use of random number generator to make it less predictable
783 * fixed behaviour of slippery SP elements to let slip left, then right
786 * fixed bug with wrong door state after trying to quickload empty tape
787 * fixed waste of static memory usage of the binary, making it smaller
788 * fixed very little graphical bug in Supaplex explosion
791 * version number set to 3.1.1
794 * version 3.1.0 released
797 * fixed bug with crash when writing user levelinfo.conf the first time
800 * added option "convert LEVELDIR [NR]" to command line batch commands
801 * re-converted Supaplex levels to apply latest engine fixes
802 * changed "use graphic/sound of element" to "use graphic of element"
803 due to compatibility problems with some levels ("bug machine" etc.)
806 * fixed bug with CE change replacing player with same or other player
809 * fixed bug with opaque font in envelope with background graphic when
810 background graphic is not transparent itself
813 * added "gravity on" and "gravity off" ports for Supaplex compatibility
814 * corrected original Supaplex level loading code to use these new ports
815 * also corrected Supaplex loader to auto-count infotrons if set to zero
818 * fixed bug with missing initialization of "modified" flag for GEs
821 * fixed bug that caused endless recursion loop when relocating player
822 * fixed tape recorder bug in "step mode" when using "pause before end"
823 * fixed tape recorder bug when changing from "warp forward" mode
826 * fixed bug with "when touching" for pushed elements at last position
829 * fixed bug that caused two activated toolbox buttons in level editor
830 * fixed bug with exploding dynabomb under player due to other explosion
833 * fixed bug with creating walkable custom element under player (again)
834 * fixed bug with not copying explosion type when copying CEs in editor
835 * fixed graphical bug when drawing player in setup menu (input devices)
836 * fixed graphical bug when the player is pushing an accessible element
837 * fixed bug with classic switchable elements triggering CE changes
838 * fixed bug with entering/leaving walkable element in RelocatePlayer()
839 * fixed crash bug when CE leaves behind the trigger player element
842 * fixed bug with broken tubes after placing/exploding dynamite in them
843 * fixed bug with exploding dynamite under player due to other explosion
844 * fixed bug with not resetting push delay under certain circumstances
847 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
848 * added network multiplayer code for Windows (thanks to Niko Böhm)
851 * added option "reachable despite gravity" for gravity movement
852 * changed gravity movement of most classic walkable and passable
853 elements back to "not reachable" (for compatibility reasons)
856 * fixed (removed) "indestructible" / "can explode" dependency in editor
857 * fixed (removed) "accessible inside" / "protected" dependency
858 * fixed (removed) "step mode" / "shield time" dependency
861 * fixed dynabombs exploding now into anything diggable
862 * fixed Supaplex style gravity movement into buggy base now impossible
863 * added pressing key "space" as valid action to select menu options
866 * added "replace when walkable" to relocate player to walkable element
867 * added "enter"/"leave" event for elements affected by relocation
868 * fixed "direct"/"indirect" change order also for "when change" event
869 * fixed graphical bug when pushing things from elements walkable inside
872 * fixed graphic bug when player is snapping while moving in old levels
873 * fixed bug when a moving custom element leaves a player element behind
874 * fixed bug with mole not disappearing when moving into acid pool
875 * fixed bug with incomplete path setting when using "--basepath" option
876 * moving CE can now leave walkable elements behind under the player
877 * when relocating, player can be set on walkable element now
878 * fixed another gravity movement bug
881 * uploaded pre-release (test) version 3.1.0-2 binary and source code
884 * added "collectible" and "removable" to extended replacement types
885 (where "removable" replaces "diggable" and "collectible" elements)
886 * added "collectible & throwable" (to throw element to the next field)
887 * fixed bug with CEs digging elements that are just about to explode
888 * changed mouse cursor now always being visible when game is paused
891 * added possibility to push/press accessible elements from a side that
893 * fixed bug with not setting actual date when appending to tape
896 * fixed bug with incorrectly initialized custom element editor graphics
899 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
900 - number of levels corrected from 18 to 17 in "levelinfo.conf"
903 * fixed bug with destroyed robot wheel still attracting robots forever
904 * fixed bug with time gate switch deactivating after robot wheel time
905 (while the time gate itself is not affected by this misbehaviour)
906 * changed behaviour of BD style amoeba to always get blocked by player
907 (before it was different when there were non-BD elements in level)
908 * fixed bug with player destroying indestructable elements with shield
911 * added option to make growing elements grow into anything diggable
912 (for the various amoeba types, biomaze and "game of life")
915 * fixed bug with movable elements not moving after left behind by CEs
916 * changed gravity movement to anything diggable, not only sand/base
917 * optionally allowing passing to walkable element, not only empty space
918 * added option "can pass to walkable element" for players
919 * finally fixed gravity movement (hopefully)
922 * fixed bug with movable elements not moving anymore after falling down
925 * fixed another bug with custom elements digging and leaving elements
926 * fixed bug with "along left/right side" and automatic start direction
927 * trigger elements now also displayed when "more custom" deactivated
928 * fixed bug with clipboard element initialized when loading new level
929 * added option "drop delay" to set delay before dropping next element
932 * uploaded pre-release (test) version 3.1.0-1 binary and source code
935 * added copy and paste functions for custom change pages
936 * enhanced graphical display and functionality of tape recorder
937 * fixed bug with custom elements digging and leaving elements
940 * added move speed faster than "very fast" for custom elements
941 * fixed bug with 3+3 style explosions and missing border content
942 * fixed little bug when copying custom elements in the editor
943 * enhanced custom element changes by more side trigger actions
946 * added option "no scrolling when relocating" for instant teleporting
947 * uploaded pre-release (test) version 3.1.0-0 binary and source code
950 * added trigger element and trigger player to use as target elements
951 * added copy and paste functions for custom and group elements
954 * fixed graphical bug when displaying explosion animations
955 * fixed bug when appending to tapes, resulting in broken tapes
956 * re-recorded a few tapes broken by fixing gravity checking bug
959 * "can move into acid" property now for all elements independently
960 * "can fall into acid" property for player stored in same bitfield now
961 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
962 * version number set to 3.1.0 (finally!)
965 * changed tape recording to only record input, not programmed actions
968 * fixed totally broken (every 8th frame skipped) step-by-step recording
969 * fixed bug with requester not displayed when quick-loading interrupted
970 * added option "can fall into acid (with gravity)" for players
971 * fixed bug with player not falling when snapping down with gravity
974 * fixed bug which messed up key config when using keypad number keys
977 * fixed bug which allowed moving upwards even when gravity was active
978 * fixed bug with missing error handling when dumping levels or tapes
981 * added different colored editor graphics for Supaplex gravity tubes
984 * fixed bug that allowed solvable tapes for unsolvable levels
987 * use unlimited number of droppable elements when "count" set to zero
988 * added option to use step limit instead of time limit for level
991 * added player and change page as trigger for custom element change
994 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
997 * fixed bug with dark yamyam changing to acid when moving over acid
998 * fixed handling of levels with more than 999 seconds level time
999 (example: level 76 of "Denmine")
1002 * "spring push bug" reintroduced as configurable element property
1003 * fixed bug with missing properties for "mole"
1004 * fixed bug that showed up when fixing the above "mole" properties bug
1005 * added option "can move into acid" for all movable elements
1006 * fixed graphical bug for elements moving into acid
1007 * changed event handling to handle all pending events before going on
1010 * fixed bug which caused all CE change pages to be ignored which had
1011 the same change event, but used a different element side
1012 (reported by Simon Forsberg)
1014 * fixed bug which caused elements that can move and fall and that are
1015 transported by a conveyor belt to continue moving into that direction
1016 after leaving the conveyor belt, regardless of their own movement
1017 type; only elements which can not move are transported now
1018 (reported by Simon Forsberg)
1020 * fixed bug which could cause an array overflow in RelocatePlayer()
1021 (reported by Niko Böhm)
1023 * changed Emerald Mine style "passable / over" elements to "protected"
1024 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1026 * added new option to select from which side a "walkable/passable"
1027 element can be entered
1030 * added explosion and ignition delay for elements that can explode
1033 * fixed bug which caused player not being protected against enemies
1034 when a CE was "walkable / inside" and was not "indestructible"
1035 * added "walkable/passable" fields to be "protected/unprotected"
1036 against enemies, even if not accessible "inside" but "over/under"
1039 * corrected move pattern to 32 bit and initial move direction to 8 bit
1042 * added second custom element base configuration page
1045 * added some special EMC mappings to Emerald Mine level loader
1046 (also covering previously unknown element in level 0 of "Bondmine 8")
1049 * added option to block last field when player is moving (for Supaplex)
1050 * adjusted push delay of Supaplex elements
1051 * removed delays for envelopes etc. when replaying with maximum speed
1052 * fixed bug when dropping element on a field that just changed to empty
1055 * fixed bug: infotrons can now smash yellow disks
1056 * fixed bug: when gravity active, port above player can now be entered
1057 * removed "one white dot" mouse pointer which irritated some people
1060 * added "choice type" for group element selection
1063 * fixed bug with initial invulnerability of non-yellow player
1066 * added level loader for loading native Supaplex packed levels
1067 (including multi-part levels like the "splvls99" levels)
1070 * fixed bug which allowed creating emeralds by escaping explosions
1073 * custom elements can change (limited) or leave (unlimited) elements
1074 * finally added multiple matches using group elements
1075 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1078 * added new start movement type "previous" for continued CE movement
1079 * added new start movement type "random" for random CE movement start
1082 * added new element "sokoban_field_player" needed for Sokoban levels
1083 (thanks to Ed Booker for pointing this out!)
1086 * added elements that can be digged or left behind by custom elements
1089 * added group elements for multiple matches and random element creation
1092 * fixed some graphical errors displayed in old levels
1095 * fixed wrong double speed movement after passing closing gates
1098 * added level loader for loading native Emerald Mine levels
1101 * changes for "shooting" style CE movement
1104 * Happy New Year! ;-)
1107 * changed default snap/drop keys from left/right Shift to Control keys
1110 * fixed bug with dead player getting reanimated from custom element
1113 * fixed bug with wrong penguin graphics (when entering exit)
1116 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1119 * version number set to 3.0.9
1122 * version 3.0.8 released
1125 * added function checked_free()
1128 * fixed bug with double nut cracking sound
1129 (by eliminating "default element action sound" assignment in init.c)
1132 * fixed crash when no music info files are available
1135 * fixed boring and sleeping sounds
1138 * added "maze runner" and "maze hunter" movement types
1139 * added extended collision conditions for custom elements
1142 * added warnings for undefined token values in artwork config files
1145 * added menu entry for level set information to the info screen
1148 * fixed bug with wrong default impact sound for colored emeralds
1151 * added several sub-screens for the info screen
1152 * menu text now also clickable (not only blue/red sphere left of it)
1155 * added configurable "bored" and "sleeping" animations for the player
1156 * added "awakening" sound for player when waking up after sleeping
1159 * added "copy" and "exchange" functions for custom elements to editor
1162 * added configurable element animations for info screen
1165 * added configurable music credits for info screen
1168 * finally fixed tape recording when player is created from CE change
1171 * added "editorsetup.conf" for editor element list configuration
1174 * added "musicinfo.conf" for menu and level music configuration
1177 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1178 (that only showed up on Linux, but not on Windows systems)
1181 * fixed turning movement of butterflies and fireflies (no frame reset)
1182 * enhanced sniksnak turning movement (two steps instead of only one)
1185 * version number set to 3.0.8
1188 * version 3.0.7 released
1191 * fixed reset of player animation frame when, for example,
1192 walking, digging or collecting share the same animation
1193 * fixed CE with "deadly when touching" exploding when touching amoeba
1196 * fixed tape recording when player is created from CE element change
1199 * introduced "turning..." action graphic for elements with move delay
1200 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1201 * added turning animations for bug, spaceship and sniksnak
1204 * prevent "extended" changed elements from delay change in same frame
1207 * fixed bug when pushing element that can move away to the side
1208 (like pushing falling elements, but now with moving elements)
1211 * finally fixed serious bug in code for delayed element pushing (again)
1214 * unavailable setup options now marked as "n/a" instead of "off"
1215 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1216 to "true", levels are always played with the latest game engine,
1217 which is desired for levels that are imported from other games; all
1218 other levels are played with the engine version stored in level file
1219 (which is normally the engine version the level was created with)
1222 * fixed serious bug in code for delayed element pushing
1223 * fixed little bug in animation frame selection for pushed elements
1224 * speed-up of reading config file for verbose output
1227 * added configuration option for opening and closing Supaplex exit
1228 * added configuration option for moving up/down animation for Murphy
1229 * fixed incorrectly displayed animation for attacking dragon
1230 * fixed bug with not setting initial gravity for each new game
1231 * fixed bug with teleportation of player by custom element change
1232 * fixed bug with player not getting smashed by rock sometimes
1235 * version number set to 3.0.7
1238 * version 3.0.6 released
1241 * added support for MP3 music for SDL version through SMPEG library
1244 * fixed bug when initializing font graphic structure
1245 * fixed bug with animation mode "pingpong" when using only 1 frame
1246 * fixed bug with extended change target introduced in 3.0.5
1247 * fixed bug where passing over moving element doubles player speed
1248 * fixed bug with elements continuing to move into push direction
1249 * fixed bug with duplicated player when dropping bomb with shield on
1250 * added "switching" event for custom elements ("pressing" only once)
1251 * fixed switching bug (resetting flag when not switching but not idle)
1254 * fixed element tokens for certain file elements with ".active" etc.
1257 * version number set to 3.0.6
1260 * version 3.0.5 released
1263 * now four envelope elements available
1264 * font, background, animation and sound for envelope now configurable
1265 * main menu doors opening/closing animation type now configurable
1268 * active/inactive sides configurable for custom element changes
1269 * new movement type "move when pushed" available for custom elements
1272 * fixed bug in multiple config pages loader code that caused crashes
1275 * enhanced (remaining low-resolution) Supaplex graphics
1278 * version number set to 3.0.5
1281 * version 3.0.4 released
1283 2003-09-12 src/tools.c
1284 * fixed bug in custom definition of crumbled element graphics
1286 2003-09-11 src/files.c
1287 * fixed bug in multiple config pages code that caused crashes
1290 * version number set to 3.0.4
1293 * version 3.0.3 released
1296 * added music to Supaplex classic level set
1298 2003-09-07 src/libgame/misc.c
1299 * added support for loading various music formats through SDL_mixer
1301 2003-09-06 (various source files)
1302 * fixed several nasty bugs that may have caused crashes on some systems
1303 * added envelope content which gets displayed when collecting envelope
1304 * added multiple change event pages for custom elements
1306 2003-08-24 src/game.c
1307 * fixed problem with player animation when snapping and moving
1309 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1310 * fixed problem with flickering when drawing toon animations
1312 2003-08-23 src/libgame/sdl.c
1313 * fixed problem with setting mouse cursor in SDL version in fullscreen
1315 2003-08-23 src/game.c
1316 * fixed bug (missing array boundary check) which could crash the game
1319 * version number set to 3.0.3
1322 * version 3.0.2 released
1324 2003-08-21 src/game.c
1325 * fixed bug with creating inaccessible elements at player position
1327 2003-08-20 src/init.c
1328 * fixed bug with not finding current level artwork directory
1330 2003-08-20 src/files.c
1331 * fixed bug with choosing wrong engine version when playing tapes
1332 * fixed bug with messing up custom element properties in 3.0.0 levels
1335 * version number set to 3.0.2
1338 * version 3.0.1 released
1340 2003-08-17 (no source files affected)
1341 * changed all "classic" PCX image files with 16 colors or less to
1342 256 color (8 bit) storage format, because the Allegro game library
1343 cannot handle PCX files with less than 256 colors (contributed
1344 graphics are not affected and might look wrong in the DOS version)
1346 2003-08-16 src/init.c
1347 * fixed bug which (for example) crashed the level editor when defining
1348 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1349 (only set to default) -- invalid graphics now set to default graphic
1351 2003-08-16 src/init.c
1352 * fixed graphical bug of player digging/collecting/snapping element
1353 when no corresponding graphic/animation is defined for this action,
1354 resulting in player being drawn as EL_EMPTY (which should only be
1355 done to elements being collected, but not to the player)
1357 2003-08-16 src/game.c
1358 * fixed small graphical bug of player not totally moving into exit
1360 2003-08-16 src/libgame/setup.c
1361 * fixed bug with wrong MS-DOS 8.3 filename conversion
1363 2003-08-16 src/tools.c
1364 * fixed bug with invisible mouse cursor when pressing ESC while playing
1366 2003-08-16 (various source files)
1367 * added another 128 custom elements (disabled in editor by default)
1369 2003-08-16 src/editor.c
1370 * fixed NULL string bug causing Solaris to crash in sprintf()
1372 2003-08-16 src/screen.c
1373 * fixed drawing over scrollbar on level selection with custom fonts
1375 2003-08-15 src/game.c
1376 * cleanup of simple sounds / loop sounds / music settings
1378 2003-08-08 (various source files)
1379 * added custom element property for dropping collected elements
1381 2003-08-08 src/conf_gfx.c
1382 * fixed bug with missing graphic for active red disk bomb
1384 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1385 * extended variable "level.gravity" to "level.initial_gravity" and
1386 "game.current_gravity" to prevent level setting from being changed
1387 by playing the level (keeping the runtime value after playing)
1389 * fixed graphics bug when digging element that has 'crumbled' graphic
1390 definition, but not 'diggable' graphic definition
1393 * version number set to 3.0.1
1396 * version 3.0.0 released
1399 * various bug fixes; among others:
1400 - fixed bug with pushing spring over empty space
1401 - fixed bug with leaving tube while placing dynamite
1402 - fixed bug with explosion of smashed penguins
1403 - allow Murphy player graphic in levels with non-Supaplex elements
1407 * I have forgotten to document changes for some time
1410 * pre-release version 2.2.0rc1 released
1413 * version number set to 2.1.2
1416 * version 2.1.1 released
1419 * version number set to 2.1.1
1422 * version 2.1.0 released
1425 * version number set to 2.1.0
1427 2002-04-03 to 2002-05-19 (various source files)
1428 * graphics, sounds and music now fully configurable
1429 * bug fixed that prevented walking through tubes when gravity on
1431 2002-04-02 src/events.c, src/editor.c
1432 * Make Escape key less aggressive when playing or when editing level.
1433 This can be configured as an option in the setup menu. (Default is
1434 "less aggressive" which means "ask user if something can be lost"
1435 when pressing the Escape key.)
1437 2002-04-02 src/screen.c
1438 * Added "graphics setup" screen.
1440 2002-04-01 src/screen.c
1441 * Changed "choose level" setup screen stuff to be more generic (to
1442 make it easier to add more "choose from generic tree" setup screens).
1444 2002-04-01 src/config.c, src/timestamp.h
1445 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1446 automatically gets created by "src/Makefile" and contains an actual
1447 compile-time timestamp to identify development versions of the game).
1449 2002-03-31 src/tape.c, src/events.c
1450 * Added quick game/tape save/load functions to tape stuff which can be
1451 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1452 loads previously recorded tape and directly goes into recording mode
1453 from the end of the tape (therefore appending to the tape).
1455 2002-03-31 src/tape.c
1456 * Added "index mark" function to tape recorder. When playing or
1457 recording, "eject" button changes to "index" button. Setting index
1458 mark is not yet implemented, but pressing index button when playing
1459 allows very quick advancing to end of tape (when normal playing),
1460 very fast forward mode (when playing with normal fast forward) or
1461 very fast reaching of "pause before end of tape" (when playing with
1462 "pause before end" playing mode).
1464 2002-03-30 src/cartoons.c
1465 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1467 2002-03-29 src/screen.c
1468 * Changed setup screen stuff to be more generic (to make it easier
1469 to add more setup screens).
1471 2002-03-23 src/main.c, src/main.h
1472 * Various changes due to the introduction of the new libgame files
1473 "setup.c" and "joystick.c".
1475 2002-03-23 src/files.c
1476 * Generic parts of "src/files.c" (mainly setup and level directory
1477 stuff) moved to new libgame file "src/libgame/setup.c".
1479 2002-03-23 src/joystick.c
1480 * File "src/joystick.c" moved to libgame source tree, with
1481 correspondig changes.
1483 2002-03-22 src/screens.c
1484 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1485 (Wrong level series information displayed when entering main group.)
1487 2002-03-22 src/editor.c
1488 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1490 2002-03-22 src/editor.c
1491 * Changed behaviour of "Escape" key in level editor to be more
1492 intuitive: When in "Element Properties" or "Level Info" mode,
1493 return to "Drawing Mode" instead of leaving the level editor.
1495 2002-03-21 src/game.c, src/editor.c, src/files.c
1496 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1497 gems (emeralds, diamonds, ...) slipping down from normal wall,
1498 steel wall and growing wall (as in E.M.C. style levels). Although
1499 the behaviour of contributed and private levels wasn't changed (due
1500 to the use of "level.game_version"; see previous entry), editing
1501 those levels will (of course) change the behaviour accordingly.
1503 This change seems a bit too hard after thinking about it, because
1504 the EM style behaviour is not the "expected" behaviour (gems would
1505 normally only slip down from "rounded" walls). Therefore this was
1506 now changed to an element property for gem style elements, with the
1507 default setting "off" (which means: no special EM style behaviour).
1508 To fix older converted levels, this flag is set to "on" for pre-2.0
1509 levels that are neither contributed nor private levels.
1511 2002-03-20 src/files.h
1512 * Corrected settings for "level.game_version" depending of level type.
1513 (Contributed and private levels always get played with game engine
1514 version they were created with, while converted levels always get
1515 played with the most recent version of the game engine, to let new
1516 corrections of the emulation behaviour take effect.)
1518 2002-03-20 src/main.h
1519 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1520 compiling the SDL version on some systems.
1521 Thanks to the several people who pointed this out.
1524 * Version number set to 2.0.2.
1527 * Version 2.0.1 released.
1529 2002-03-18 src/screens.c
1530 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1532 2002-03-18 src/files.c [src/libgame/misc.c]
1533 * Moved some common functions from src/files.c to src/libgame/misc.c.
1535 2002-03-18 src/files.c [src/libgame/misc.c]
1536 * Changed permissions for new directories and saved files (especially
1537 score files) according to suggestions of Debian users and mantainers.
1538 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1540 2002-03-17 src/files.c
1541 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1542 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1543 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1544 for levels and "TAPE" for tapes). Old "cookie" style format is
1545 still supported for reading. New level and tape files are written
1548 * New IFF chunk "VERS" contains version numbers for file and game
1549 (where "game version" is the version of the program that wrote the
1550 file, and "file version" is a version number to distinguish files
1551 with different format, for example after adding new features).
1553 2002-03-15 src/screen.c
1554 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1555 (Before, you heard a mixture of the in-game music and the
1556 hall-of-fame music.)
1558 2002-03-14 src/events.c
1559 * Function "DumpTape()" (files.c) now available by pressing 't' from
1560 main menu (when in DEBUG mode).
1562 2002-03-14 src/game.c
1563 * "GameWon()": When game was won playing a tape, now there is no delay
1564 raising the score and no corresponding sound is played.
1566 2002-03-14 src/files.c
1567 * Changed "LoadTape()" for real chunk support and also adjusted
1568 "SaveTape()" accordingly.
1570 2002-03-14 src/game.c, src/tape.c, src/files.c
1571 * Important changes to tape format: The old tape format stored all
1572 actions with a real effect with a corresponding delay between the
1573 stored actions. This had some major disadvantages (for example,
1574 push delays had to be ignored, pressing a button for some seconds
1575 mutated to several single button presses because of the non-action
1576 delays between two action frames etc.). The new tape format just
1577 stupidly records all device actions and replays them later. I really
1578 don't know why I haven't solved it that way before?! Old-style tapes
1579 (with tape file version less than 2.0) get converted to the new
1580 format on-the-fly when loading and can therefore still be played;
1581 only some minor parts of the old-style tape handling code was needed.
1582 (A perfect conversion is not possible, because there is information
1583 missing about the device actions between two action frames.)
1585 2002-03-14 src/files.c
1586 * New function "DumpTape()" to dump the contents of the current tape
1587 in a human readable format.
1589 2002-03-14 src/game.c
1590 * Small tape bug fixed: When automatically advancing to next level
1591 after a game was won, the tape from the previous level still was
1592 loaded as a tape for the new level.
1594 2002-03-14 src/tape.c
1595 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1596 tape, cartoons did not get completely removed because
1597 StopAnimation() was not called.
1599 2002-03-13 src/files.c
1600 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1601 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1602 size even when using 16-bit elements). Added new chunk "CNT2" for
1603 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1604 chunk even when content was 16-bit element). "CNT2" should now be
1605 able to store content for arbitrary elements (up to eight blocks of
1606 3 x 3 element arrays). All "CNT2" elements will always be stored as
1607 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1609 2002-03-13 src/files.c
1610 * Changed "LoadLevel()" for real chunk support.
1612 2002-03-12 src/game.c
1613 * Fixed problem (introduced after 2.0.0 release) with penguins
1614 not getting killed by enemies
1616 2002-02-24 src/game.c, src/main.h
1617 * Added "player->is_moving"; now "player->last_move_dir" does
1618 not contain any information if the player is just moving at
1620 Before, "player->last_move_dir" was misused for this purpose
1621 for the robot stuff (robots don't kill players when they are
1622 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1623 broke tapes when walking through pipes!
1624 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1625 in a continuous movement. This fact is ignored for friends and