2 * fixed remaining text input problems for non-ASCII keys with modifier
5 * fixed key code problems with certain keys for SDL2
6 (keypad keys not being in numerical order; number of function keys)
7 * fixed text input problems for text characters using modifier keys
10 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
13 * fixed graphical bugs when using renderer/texture based graphics
16 * fixed playing certain sounds (menu navigation sound and counting
17 score sound after solving a level) when "normal sounds" are disabled
20 * continued porting Rocks'n'Diamonds to Android (levels now playable)
23 * added SDL2 renderer/texture based graphics frame handling to allow for
24 "desktop" style fullscreen mode and scaling of game screen/window
27 * removed limitation of artwork files to selected file types (this means
28 that every file type supported by SDL_image and SDL_mixer can be used)
29 * changed default graphics vom PCX to PNG (needed for Android version to
30 prevent painfully slow loading of images, although not compressing PCX
31 files in the assets directory of the APK package might also work fine)
32 * fixed bug with SDL_BlitSurface creating garbage when source and target
33 surface are the same (this bug also existed in versions of SDL 1.2.x)
36 * started porting Rocks'n'Diamonds to Android (already shows main menu)
39 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
42 * version number set to 3.3.1.3
45 * version 3.3.1.2 released
48 * improved error handling: display error message on screen (not only in
49 the error file or on the console), and display path of the error file
52 * fixed problem with R'n'D restarting with same level set that may have
53 caused a problem (and therefore failing again and again); after an
54 error, the last level set is now deactivated in file "levelsetup.conf"
55 to restart with default level set (which should work without error)
58 * fixed determining main game data directory on Mac OS X "Mavericks"
61 * version number set to 3.3.1.2
64 * version 3.3.1.1 released
67 * added scripts directory to distribution package to enable building
68 element definitions after editing artwork config source code files
71 * added volume controls for sounds, loops and music to sound setup
74 * version number set to 3.3.1.1
77 * version 3.3.1.0 released
80 * version number set to 3.3.1.0
83 * fixed display of level time switching from ascending to descending
84 when making use of the "time orb bug" (see element setting in editor)
85 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
86 * fixed graphics performance problems (especially on Mac OS X) by using
87 whole-playfield redraw on SDL target, while still using the previous
88 single-tile redraw method on X11 target (using redraw tiles threshold)
91 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
92 (by replacing all "long" types by "int" types)
95 * fixed nasty bug (affecting crumbled graphics) after adding new special
96 graphics suffix ".TAPE" (and messing some things up in src/main.c)
99 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
100 (this caused fonts in envelope config in level editor being invisible)
103 * fixed some problems with half tile size and even tile sized playfields
106 * added level selection screen (when clicking on main menu level number)
107 * added level tracing (played, solved) for use in level selection screen
108 (to display already played or solved levels in different font color)
111 * added alternative game mode for playing with half size playfield tiles
112 * fixed another memory violation bug in the native Supaplex game engine
113 (this potential memory bug was also in the original Megaplex code, but
114 apparently only occured under rare conditions triggered by using the
115 additional added preceding playfield memory area to make a few strange
116 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
117 solvable (this all worked fine in the classic DOS version, of course))
120 * added graphics performance optimization to native Supaplex game engine
121 * fixed bug with accidentally removing preceding buffer in SP engine
122 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
123 (to prevent compatibility mapping of these newer graphics to older
124 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
127 * added separately configurable game panel background to graphics config
128 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
131 * added tape panel graphics and screen positions to graphics config
134 * added compatibility stuff for redefined "global.door" (which affects
135 all parts of that image that have their own graphics definition now)
138 * added sound button graphics to graphics config
141 * added tape button graphics and screen positions to graphics config
144 * improved single step mode in R'n'D, EM and SP engines
147 * version number set to 3.3.0.2
150 * version 3.3.0.1 released
153 * added configurable key shortcuts for snap+direction player actions
154 (probably most useful for recording tool-assisted speedrun (TAS)
155 tapes using the single-step mode of the tape recorder)
158 * version number set to 3.3.0.1
161 * version 3.3.0.0 released
164 * fixed missing memory allocation in SP engine when saving engine data
165 for non-SP game engine snapshots (which also stores SP engine part)
168 * fixed problem with scrolling in native EM engine in multi-user mode
169 (this bug was just introduced with the experimental viewport stuff)
170 * fixed animation of splashing acid in EM engine with classic artwork
171 * fixed animation of cracking nut in EM engine with classic artwork
172 * fixed (implemented) single step mode in native EM and SP engines
173 * fixed "latest_engine" flag in classic levels (moved to single sets)
174 * updated SDL library DLLs for Windows to the latest release versions
175 (this fixed some mysterious crashes of the game on Windows systems)
176 * replaced EM and SP set in classic level set with native level files
177 * finally added a newly written "CREDITS" file to the game package
178 * removed sampled music loops from classic music set
181 * changed native Emerald Mine engine to support different viewport sizes
184 * changed native Supaplex engine to support different viewport sizes
187 * added initial, experimental support for different viewport properties
188 (with "viewports" being menu/playfield area and doors; currently the
189 size of the menu/playfield area and door positions can be redefined)
192 * added initial, experimental support for different window sizes
195 * added support for native Sokoban solution files in pure 'udlrUDLR'
196 format with extension ".sln" instead of ".tape" for solution tapes
199 * added image config suffix ".class" to be able to define classes of
200 crumbled elements which are then separated against each others when
201 drawing crumbled borders (class names can freely be defined)
202 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
203 emc_grass" results in sand and emc_grass being crumbled separately,
204 even if directly adjacent on the playfield.)
205 * added image config suffix ".style" to use two new features for
207 - "accurate_borders": try to draw correctly crumbled corners (which
208 means that a row of crumbled elements does not have two crumbled
209 corners for each element in the row, but only at the "real" corners
210 at the start and the end of the row of elements)
211 - "inner_corners": also draw inner corners in concave constructions
212 of several crumbled elements -- this is currently a big kludge: the
213 number of frames for crumbled graphic must be "2", with the first
214 frame as usual (crumbled graphic), while the second frame contains
215 the graphic with inner (crumbled) corners for the crumbled graphic
216 (These two features are mainly intended for bevelled walls, not for
217 diggable elements like sand; "inner_corners" only works reliably for
218 static walls, not for in-game dynamically changing walls using CEs.)
221 * finished code cleanup of native Supaplex game engine
224 * started code cleanup of native Supaplex game engine
227 * integrated playing sound effects into native Supaplex game engine
230 * added configurable key shortcuts for the tape recorder buttons
233 * added (hidden) function to save native Supaplex levels with tape as
234 native *.sp file containing level with demo (saved with a file name
235 similar to native R'n'D levels, but with ".sp" extension instead of
236 ".level"); to use this functionality, enter ":save-native-level" or
237 ":snl" from the main menu with the native Supaplex level loaded and
238 the appropriate tape loaded to the tape recorder
239 * fixed potential crash bug caused by illegal array access in engine
240 snapshot loading and saving code
241 * changed setting permissions of score files to be world-writable if
242 the program is not installed and running setgid to allow the program
243 to modify existing score files when run as a different user (which
244 allows cheating, of course, as the score files are not protected
245 against modification in this case)
246 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
247 the top level Makefile for Debian / Ubuntu installations
248 * added saving read-only levels from editor into personal level set
249 (thanks to Bela Lubkin for the above four patches)
252 * added updating of game values on the panel to Supaplex game engine
255 * finished integrating R'n'D graphics engine into Supaplex game engine
256 (although some animations do not support full customizability yet)
259 * done integrating R'n'D graphics engine into file "Infotron.c"
260 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
263 * integrated engine snapshot functionality into Supaplex game engine
266 * fixed bug in native Supaplex engine that broke several demo solutions
267 * fixed bug with re-initializing already existing elements in function
268 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
269 counted a second time, making the currently playing level unsolvable)
270 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
271 * done integrating R'n'D graphics engine into file "Electrons.c"
272 * done integrating R'n'D graphics engine into file "Zonk.c"
275 * done integrating R'n'D graphics engine into file "Murphy.c"
276 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
279 * started integrating R'n'D graphics engine into Supaplex game engine
282 * added small kludge that allows transparent pushing animation over
283 non-black background (by using "game.use_masked_pushing: true")
284 * added editor flag to Sokoban field/object elements to automatically
285 finish solved Sokoban style levels (even if they contain non-Sokoban
286 elements, which prevents auto-enabling this feature for such levels)
289 * added new element "from_level_template" which is replaced by element
290 from level template at same playfield position when loaded (currently
291 not accessible from level editor, but only used for special Sokoban
292 level conversion when using "special_flags: load_xsb_to_ces")
293 * added special behaviour for "special_flags: load_xsb_to_ces": global
294 settings of individual level files are overwritten by template level
295 (except playfield size, level name, level author and template flag)
298 * added handling of gravity ports when converting Supaplex style R'n'D
299 levels to native Supaplex levels for playing with Supaplex engine
302 * fixed bug in Supaplex engine regarding initial screen scroll position
305 * fixed EMC style pushing animations in the R'n'D graphics engine (when
306 using ".2nd_movement_tile" for animations having start and end tile)
307 * for this to work (look) properly for two-tile pushing animations with
308 non-black (i.e. opaque) background, the pushing graphics drawing order
309 was changed to first draw the pushed element, then the player (maybe
310 this should be controlled by an ".anim_mode" flag yet to be added)
311 * two-tile animations for moving or pushing should have 7 frames for
312 normal speed, 15 frames for half speed etc. to display correct frames
313 * two-tile animations are also displayed correctly with different speed
314 settings for the player (for pushing animations) or moving elements
317 * added searching for template level (file "template.level") not only
318 inside the level set directory, but also in above level directories;
319 this makes is possible to use the same single template level file
320 (placed in a level group directory) for many level sub-directories
323 * fixed bug with steel exit being destructible during opening phase
324 * added token "special_flags" to "levelinfo.conf" (currently with the
325 only recognized value "load_xsb_to_ces", doing the same as the flag
326 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
327 converting all elements in native (XSB) Sokoban level files to CEs)
330 * fixed some problems with Supaplex engine when compiling for Windows
333 * added special mode to convert elements of Sokoban XSB levels to CEs
334 by adding "-Dload_xsb_to_ces" to the command line starting the game
335 (also adding a dependency to a template level file "template.level")
338 * added reading native Sokoban levels and level packages (XSB files)
341 * fixed bugs in (auto)scrolling behaviour when passing ports or when
342 wrapping around the playfield through "holes" in the playfield border
345 * changed internal playfield bitmap handling from playfield sized bitmap
346 to screen sized bitmap (visible scrolling area), therefore speeding up
347 graphics operations (by eliminating bitmap updates in invisible areas)
348 and removing playfield size limitations due to increasing bitmap size
349 for larger playfield sizes (while the new implementation always uses
350 a fixed playfield bitmap size for arbitrary internal playfield sizes)
353 * fixed bug with single step mode (there were some cases where the game
354 did not automatically return to pause mode, e.g. when trying to push
355 things that cannot be pushed or when trying to run against a wall)
358 * added support for loading Supaplex levels in MPX level file format
361 * fixed SP engine to set "game over" not before lead out counter done
364 * fixed (potential) compile error when using GCC option "-std=gnu99"
365 (thanks to Tom "spot" Callaway)
368 * fixed array allocation in native Supaplex engine to correctly handle
369 preceding scratch buffers (needed because of missing border checking)
370 * fixed playfield initialization to correctly add raw header bytes as
371 subsequent scratch buffer (needed because of missing border checking)
374 * most important parts of native Supaplex engine integration working:
375 - native Supaplex levels can be played in native Supaplex engine
376 - native Supaplex level/demo files ("*.sp" files) can be re-played
377 - all 111 classic original Supaplex levels automatically solvable
378 - native Supaplex engine can be selected and used from level editor
379 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
382 * fixed another translation problem from VisualBasic to C (where "int"
383 should be "short") causing unsolvable demos with bugs and terminals
384 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
387 * fixed bug when reading Supaplex single level files (preventing loader
388 from seeking to level position like in Supaplex level package files)
391 * first classic Supaplex level running and solved by solution/demo tape
394 * started with integration of native Supaplex engine, using source code
395 of Megaplex from Frank Schindler, based on original Supaplex engine
398 * version number set to 3.2.6.2
401 * version 3.2.6.1 released
404 * fixed bug with element_info[e].gfx_element not being initialized in
405 early game stage, causing native graphics in EMC level sets to be
406 mapped completely to EL_EMPTY (causing a blank screen when playing)
407 (this only happened when starting the program with an EMC set with
408 native graphics, but not when switching to such a set at runtime)
411 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
412 and using self-compiled, patched SDL.dll that solves this problem
413 (interim solution until release of SDL 1.2.14 that should fix this)
416 * extended backwards compatibility mode to allow already fixed bug with
417 change actions (see "2008-02-05") for existing levels (especially the
418 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
421 * reactivated workaround to prevent program crashes due to blitting to
422 the same SDL surface that apparently only occurs on Windows systems
423 (this is no final solution; this problem needs further investigation)
426 * version number set to 3.2.6.1
429 * version 3.2.6.0 released
432 * fixed behaviour of player option "no centering when relocating" which
433 was incorrect when disabled and relocation target inside visible area
434 and "no scrolling when relocating" enabled at the same time
437 * fixed problems with re-mapping players on playfield to input devices:
438 previously, players found on the level playfield were changed to the
439 players connected to input devices (for example, player 3 in the level
440 was changed to player 1 (using artwork of player 3, to be able to use
441 a player with a different color)); this had the disadvantage that CE
442 conditions using player elements did not work (because the players in
443 the level definition are different to those effectively used in-game);
444 the new system uses the same player elements as defined in the level
445 playfield and re-maps the input devices of connected players to the
446 corresponding player elements when playing the level (in the above
447 example, player 3 now really exists in the game and is moved using the
448 events from input device 1); level tapes still store the events from
449 input devices 1 to 4, which are then re-mapped to players accordingly
450 when re-playing the tape (just as it is done when playing the level)
453 * fixed bug with player relocation while the player switches an element
456 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
457 not walkable (and did not let the player enter) when in process of
458 opening, but not fully open yet (which can cause the player not being
459 able to enter the exit in EM/DC style levels in time)
462 * fixed some bugs regarding the new level/CE random seed reset options
465 * moved "level settings" and "editor settings" to two tabbed screens in
466 level editor to gain space for additional level property settings
467 * added level setting to start a level with always the same random seed
468 * added CE action "set random seed" to re-initialize random seed in game
469 (this is the only CE action that gets executed before the CE changes,
470 which is needed to use the newly set random seed during the CE change)
473 * fixed redraw problem of special editor door when playing from editor
476 * fixed initialization of gfx_element for level sketch image creation
479 * added switch for EM style dynamite "[ ] explodes with chain reaction"
480 (with default set to "on" for existing levels, but "off" for all new
481 levels), as EM style dynamite does not chain-explode in original EM
484 * added optional initial inventory for players (pre-collected elements)
485 * added change page actions "set player inventory" and "set CE artwork"
486 * added recognition of "player" parameter on change pages when player
487 actions are defined, but no trigger player in corresponding condition
488 (this resulted in actions that only affected the first player before)
489 * fixed bug with change actions being executed for newly created custom
490 elements resulting from custom element changes, when the intention was
491 only to check for change actions for the previous custom element
494 * changed design and size of element drawing area in level editor
495 * added "element used as action parameter" to element change actions
498 * added possibility to reanimate player immediately after his death
499 (for example, by "change to <player> when explosion of <player>")
502 * fixed bug with "gray" white door not being uncovered by magnifier
503 * added score for collecting (any) key to the white key config page
506 * added condition "deadly when <getting hit by>" for custom elements
507 that behaves a bit like the existing "deadly when <colliding with>",
508 but with the following differences:
509 - it only kills players or friends when it was moving before it hits
510 - it does not kill players or friends that try to run into it
513 * fixed the following change conditions where a player element is used
514 as the "element that is triggering the custom element change":
517 - explosion of <element>
519 (the last two conditions already worked partially, but only for the
520 first player, and not for the "Murphy" player when using "move of")
523 * fixed crash bug caused by accessing invalid element (with value -1)
524 in UpdateGameControlValues()
525 * fixed graphical bug when using two-tile movement animations with EMC
526 game engine without explicitly using native EMC graphics engine
529 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
530 try to push something (due to push delay) does not cause a dig action
533 * fixed bug with reference elements used as trigger elements on custom
534 element change pages not being recognized
535 * fixed bug with reference elements not being removed from the playfield
536 * added engine functionality that allows custom elements that "can dig"
537 other elements not only to do so when moving by themselves, but also
538 when being pushed by the player (therefore adding the functionality to
539 push one element over another element, replacing it with the new one)
542 * added command line function to write level sketch images to directory
545 * merged override and auto-override options into new override options
546 with a new data type than can take the values "no", "yes" and "auto"
549 * fixed growing steel wall to also leave behind steel wall instead of
550 normal, destructible wall
551 * fixed handling of rocks falling through stacks of quicksand with
552 different speed (before, the rocks just got stuck in the quicksand)
555 * fixed nasty bug with auto-override and normal override not working on
556 program startup (especially when current level set has custom artwork)
559 * version 3.2.5 released as special edition "R'n'D jue"
562 * fixed X11 crash bug when blitting masked title screens over background
565 * changed build system to support special editions (like "R'n'D jue")
566 * added (hardcoded) loading graphics for "R'n'D jue" special edition
567 * fixed X11 crash bug when scaling images with width/height less than 32
570 * added "background.PLAYING" (only visible as two-pixel border in game)
571 * added default level set for first start of special R'n'D version
572 * changed door animations for editor always behaving like "quick doors"
575 * added new custom artwork setup option "auto-override non-CE sets" for
576 automatic artwork override that is only used for level sets without
577 custom element artwork (as it does not make much sense to override
578 any artwork that redefines custom element artwork for sets using CEs)
579 * fixed default artwork for "special" R'n'D versions always using the
580 "classic" artwork as the base if base artwork is not explicitly
581 defined in "levelinfo.conf", regardless of different default artwork
582 used by the special R'n'D version -- this is needed because any such
583 custom artwork is designed using the "classic" artwork definitions as
584 the base (including menu definitions and screen positions etc., which
585 would otherwise be taken from the different special default artwork)
588 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
589 for both EMC and R'n'D graphics engine (heavy workarounds needed due
590 to massively broken handling of quicksand in R'n'D game engine)
591 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
592 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
595 * fixed small bug in toon drawing (introduced when fixing the crash bug)
598 * added graphics definition "game.panel.highscore" to display the
599 current levels current high score in the game panel
602 * version number set to 3.2.5
605 * version 3.2.4 released
608 * fixed crash bug in toon drawing functions for large step offset values
611 * fixed some problems with displaying game panel when quick-loading tape
614 * fixed (experimental only) redrawing of every tile per frame (even if
615 unneeded) for the extended (R'n'D based) EMC graphics engine
616 * added optimization to only calculate element count for panel display
617 if really needed (that is, if element count values defined on panel)
618 * fixed problem with special editor door redraw when entering main menu
621 * fixed bug with displaying background for title messages on info screen
622 * some code cleanup for the extended (R'n'D based) EMC graphics engine
625 * fixed bug with CE action "move player" always resulting in player 4
626 if there was a CE action with no trigger player (because the player
627 element was calculated by using log_2() from trigger player bits with
628 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
629 triggering player bit mask and handling all players in "move player"
630 * fixed bug when defined artwork cannot be found for artwork that has
631 default artwork cloned from other artwork (without default filename)
632 * added several fixes to the extended (R'n'D based) EMC graphics engine
635 * fixed broken editor copy and paste for custom elements between levels
638 * title messages are now also searched in graphics artwork directory;
639 those found in graphics directory have precendence over those found
640 in level directory -- this handles title messages stored in graphics
641 directories as part of the artwork set, just like title images; this
642 makes sense, as corresponding special font definitions for messages
643 are usually defined in the same graphics artwork directory, and also
644 because title images and title messages that are combined in a level
645 set introduction should usually not be separated when the level set
646 is used with a different artwork set (e.g. using "override graphics")
647 * fixed problem with door borders on main screen by first drawing doors
648 and then the corresponding border masks, but not vice versa
649 * fixed problem with artwork config entries using the value "[DEFAULT]";
650 this does not what one might expect, but sets the value to an invalid
651 value -- solution: simply ignore such entries, which results in this
652 value keeping its previous (real) default value (in general, entries
653 that should use their default value should just not be defined here)
654 * fixed problem with wrong fading area size from main menu to setup menu
657 * fixed problem with broken crumbled graphics after level set changes
658 when using R'n'D custom artwork with level sets using the EMC engine
661 * fixed invisible "joysticks deactivated ..." text on setup input screen
664 * added use of hashes created from static lists (element tokens, image
665 config, font tokens) to speed up lookup of configuration parameters
666 * fixed bug where element and graphic config token lookup was mixed up
669 * added "busy" animation when initializing program and loading artwork
670 * added initialization profiling for program startup (debugging only)
673 * fixed(?) very strange bug apparently triggered by memset() when code
674 was cross-compiled with MinGW cross-compiler for Windows XP platform
675 (this only happened when using SDL.dll also self-compiled with MinGW)
678 * added graphics engine directive "border.draw_masked_when_fading" that
679 enables/disables drawing of border mask over screen that is just faded
682 * fixed small problem with separate fading definition for game screen
685 * added additional configuration directives for setup screen draw offset
686 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
687 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
688 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
689 used to define draw offset on custom artwork selection screens and
690 "CHOOSE_OTHER" is used on all other list style selection screens, like
691 choosing game speed or screen mode for fullscreen mode)
692 * added additional configuration directives to define main menu buttons:
693 - menu.button_name and menu.button_name.active
694 - menu.button_levels and menu.button_levels.active
695 - menu.button_scores and menu.button_scores.active
696 - menu.button_editor and menu.button_editor.active
697 - menu.button_info and menu.button_info.active
698 - menu.button_game and menu.button_game.active
699 - menu.button_setup and menu.button_setup.active
700 - menu.button_quit and menu.button_quit.active
701 * added eight pure decoration graphic definitions for the game panel
704 * added support for accessing native Diamond Caves II level packages
705 * fixed displaying of game panel values for Emerald Mine game engine
706 * fixed displaying end-of-level time and score values on new game panel
709 * added game panel control to display arbitrary elements on game panel
710 * added game panel control to display custom element score (globally
711 unique for identical custom elements) either as value or as element
712 * added ".draw_masked" and ".draw_order" to game panel control drawing
715 * fixed some general bugs with handling of ".active" elements and fonts
718 * cleanup of game panel elements (some elements were not really needed)
719 * added displaying of gravity state (on/off) as new game panel control
720 * added animation for game panel elements (similar to game elements)
723 * added new pseudo game mode "PANEL" to define panel fonts and graphics
724 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
725 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
726 (else graphics would have to use ".PLAYING", which would be confusing)
727 * fixed bug when fading out to game screen with border mask defined
730 * added attribute ".tile_size" for element style game panel controls
733 * added <space> key as additional valid key to use for confirm requester
736 * improved menu fading, adding separate fading definitions for entering
737 and leaving a "content" screen (in general), and optional definitions
738 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
741 * added (currently invisible) setup option to define scroll delay value
742 * fixed small bug in priority handling when auto-detecting level start
743 position in levels without player element (but player from CE etc.)
744 * added option "game.forced_scroll_delay_value" to override user choice
745 of scroll delay value for certain level sets with "graphicsinfo.conf"
746 * replaced setup option "scroll delay: on/off" by new setup option that
747 directly allows selecting the desired scroll delay value from 0 to 8
750 * added displaying of most game panel control elements (not animated)
753 * added new configuration directives to display additional game engine
754 values on the game control panel, like the following examples:
755 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
756 - game.panel.penguins - number of penguins to rescue
757 - game.panel.level_name - level name of current level
760 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
763 * added new player option "no centering when relocating" for "invisible"
764 teleportations to level areas that look exactly the same, giving the
765 illusion that the player did not relocate at all (this was the default
766 since 3.2.3, but caused visual problems with room creation in "Zelda")
767 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
770 * improved menu fading, adding separate fading definitions for entering
771 and leaving a menu and for fading between menu and "content" screens
772 * fixed small bug with recognizing also ".font_xyz" style definitions
775 * improved menu fading, adding separate fading definitions for fading
776 between menu screens and fading between menu and "destination" screens
779 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
780 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
781 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
782 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
784 * improved title fading, allowing fading animation types "none", "fade"
785 and "crossfade" (including cross-fading of last title to main menu)
788 * added configurability of graphics, sounds and music for title screens,
789 which are separated into initial title screens (only shown once at
790 program startup) and title screens shown for a given level set; these
791 title screens can be composed of up to five title images and up to
792 five title text messages (each drawn using an optional background
793 image), also using background music and/or sounds; aspects like
794 background images, sounds and music of title screens can either be
795 defined generally (valid for all title screens) or specifically (and
796 therefore differently for each title screen) using these directives:
798 to define a background image, sound or music file for all screens:
799 - background.TITLE_INITIAL (for all title screens for game startup)
800 - background.TITLE (for all title screens for level sets)
802 to define a background image, sound or music file for a single screen:
803 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
804 - background.titlescreen_x (with x in 1,2,3,4,5)
805 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
806 - background.titlemessage_x (with x in 1,2,3,4,5)
808 to define the title screen images:
809 - titlescreen_initial_x (with x in 1,2,3,4,5)
810 - titlescreen_x (with x in 1,2,3,4,5)
812 to define the title text messages, place text files into the level set
813 directory that have the following file names:
814 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
815 - titlemessage_x.txt (with x in 1,2,3,4,5)
817 to define the properties of the text messages, either use directives
818 that affect all text messages:
819 - [titlemessage_initial].<suffix>
820 - [titlemessage].<suffix>
821 or use directives that affect single text messages:
822 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
823 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
825 valid values for <suffix> are the same as for readme.<suffix> below;
826 use ".sort_priority" (default: 0) to define an arbitrary order for
827 title images and title messages (which can therefore be mixed)
830 * added full configurability of "readme.txt" screen appearance:
831 - readme.x: <left position used with alignment>
832 - readme.y: <top position>
833 - readme.width: <maximim text width in pixels>
834 - readme.height: <maximum text height in pixels>
835 - readme.chars: <maximum number of chars per line>
836 - readme.lines: <maximum number of lines displayed>
837 - readme.align: left,center,right (default: center)
838 - readme.top: top,middle,bottom (default: top)
839 - readme.font: font name
840 - readme.autowrap: true,false (default: true)
841 - readme.centered: true,false (default: false)
842 - readme.parse_comments: true,false (default: true)
843 - readme.sort_priority: (not used here, but only for title screens)
844 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
845 default), they are automatically determined from "readme.width" and
846 "readme.height" accordingly; when they are not "-1", they have
847 precedence over "readme.width" and "readme.height"
848 * added internal ad-hoc config settings for displaying text files like
849 title messages or "readme.txt" style level set info files:
850 - .font: font name (default: readme.font)
851 - .autowrap: true,false (default: readme.autowrap)
852 - .centered: true,false (default: readme.centered)
853 - .parse_comments: true,false (default: readme.parse_comments)
854 (the leading '.' and the separating ':' are mandatory here); to use
855 these ad-hoc settings, they have to be written inside a comment, like
856 "# .autowrap: false" or "# .centered: true"; these settings then
857 override the above global settings (they can even be used more than
858 once, like "# .centered: true", then some text that should be drawn
859 centered, then "# .centered: false" to go back to non-centered text;
860 important note: after using "# .parse_comments: false", or when using
861 "readme.parse_comments: false", detecting and parsing comments inside
862 the file is disabled and comments are just printed like normal text;
863 also be aware that all automatic text size calculations are done with
864 the font defined in "readme.font", while using different fonts using
865 "# .font: <font>" inside the text file may cause unexpected results
868 * changed some numerical limits in the level editor from 255 to 999
871 * added option "system.sdl_videodriver" to select SDL video driver
872 * added output of SDL video and audio driver to "version info" page
875 * added group element drawing to IntelliDraw drawing functions
876 * fixed animation resetting problem again (last try broke Snake Bite)
877 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
880 * added new (special) "include: <filename>" directive that works in all
881 configuration files (like "graphicsinfo.conf") and that has the same
882 effect as if that directive would be replaced with the content of the
883 specified file (this can be useful to split large configuration files
884 into several smaller ones and include them from one main file, or to
885 store configuration settings that always stay the same into a separate
886 file, while including it and only add those parts that really change)
889 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
892 * fixed bug in "InitMovingField()" where treating an integer array as
893 boolean caused wrong resetting of animations while elements are moving
894 * fixed problem with resetting animations when starting element change
897 * added sort priority for order of title screens and title messages
900 * changed end of game again: do not wait for the user to press a key
901 anymore, but directly ask/confirm tape saving and go to hall of fame
902 * re-enabled quitting of lost game by pressing space or return again
903 * added blanking of mouse pointer when displaying title screens
904 * added remaining menu draw offset definitions for info sub-screens
907 * added setup option to select game speed (from very slow to very fast)
908 * improved handling of title text messages (initial and for level set)
911 * added new options "auto-wrap" and "centered" for DC2 style envelopes
914 * fixed displaying and typing of player name when it is centered
915 * added special characters to be allowed for player name (not only A-Z)
918 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
919 (newer versions of the SDL library seem to not like this anymore)
922 * added code for configuration directives for control of game panel
925 * fixed small cosmetical bug with underlining property tabs in editor
928 * fixed small drawing bug in X11FadeRectangle
929 * added new elements for newly supported Diamond Caves II levels:
930 - EM/DC style exits that disappear after passing
931 - white key and gate (one white key needed for each white gate)
932 - fake gate (there is no key to open/pass this kind of gate!)
933 - extended magic wall which also handles pearls and crystals
937 * changed maximum value for endless loop detection to a higher value
938 (some levels really used very deep recursion without being endless)
941 * added new elements for newly supported Diamond Caves II levels:
942 - growing steel walls
943 - snappable land mine
946 * added new elements for newly supported Diamond Caves II levels:
947 - steel text elements
950 * added level file loader for native Diamond Caves II levels
953 * version number set to 3.2.4
956 * version 3.2.3 released
959 * fixed malloc/free bug when updating EMC artwork entries in level list
960 * added workaround (warning and request to quit the current game) when
961 changing elements cause endless recursion loop (which would otherwise
962 freeze the game, causing a crash-like program exit on some systems)
965 * fixed nasty string overflow bug when entering too long envelope text
968 * added feedback sounds for menu navigation "menu.item.activating" and
969 "menu.item.selecting" (for highlighting and executing menu entries)
972 * improved "no scrolling when relocating" to also consider scroll delay
973 (meaning that the player is not automatically centered in this case;
974 this makes it possible to "invisibly" relocate the player to a region
975 of the level playfield which looks the same as the old level region)
976 * fixed bug with not recognizing "main.input.name.align" when active
979 * fixed bug with displaying masked borders over title screens when
980 screen fading is disabled
983 * fixed infinite loop / crash bug when killing the player while having
984 a CE with the setting "kill player X when explosion of <player X>"
985 * added special editor graphic for "char_space" to distinguish it from
986 "empty_space" when editing a level (in-game graphics still the same)
989 * fixed nasty bug with initialization only done for the first player
992 * small change to handle loading empty element/content list micro chunks
995 * uploaded pre-release (test) version 3.2.3-0 binary and source code
998 * some optimizations on startup speed by reducing initial text output
1001 * added caching of custom artwork information for faster startup times
1004 * fixed graphical bug when using fewer menu entries on level selection
1005 screen than usual (with "menu.list_size.LEVELS" directive)
1006 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1007 the backbuffer to the backbuffer by error (with identical rectangle)
1010 * fixed bug when displaying titlescreen with size less than element tile
1011 * fixed bug that caused elements with "change when digging <e>" event
1012 to change for _every_ digged element, not only those specified in <e>
1013 * fixed bug that caused impact style collision when dropping element one
1014 tile over the player that can both fall down and smash players
1015 * fixed bug that caused impact style collision when element changed to
1016 falling/smashing element over the player immediately after movement
1019 * fixed bug that allowed making engine snapshots from the level editor
1022 * fixed bugs with player name and current level positions on main screen
1025 * added configuration directives for control of title screens:
1026 - "title.fade_delay" for fading time
1027 - "title.post_delay" for pause between screens (when not crossfading)
1028 - "title.auto_delay" to automatically continue after some time
1029 these settings can each be overridden by specifying them with titles:
1030 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1031 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1032 fading mode can also be specified:
1033 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1034 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1035 default is using normal fading for menues and initial title screens,
1036 while using cross-fading for level set title screens
1037 * fixed bug with background not drawn in Hall of Fame after game was won
1040 * added configuration directives for the remaining main menu items
1043 * added additional configuration directives for info screen draw offset:
1044 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1045 * added additional configuration directives for preview info text
1046 * limited mouse wheel sensitive screen area to scrollable screen area
1049 * added highlighted menu text entries to menu navigation when selected
1052 * fixed bug that prevented player from correctly being created in the
1053 top left corner by a custom element change in a level without player
1054 * fixed bug that prevented player from being killed when indestructible,
1055 non-walkable element is placed on player position by extended change
1056 * added configurable menu button, text and input positions to main menu
1059 * added page fading effects for remaining info sub-screens
1060 * fixed small bug that caused some delays when answering door request
1063 * added directives "border.draw_masked.*" for menu/playfield area and
1064 door areas to display overlapping/masked borders from "global.border"
1067 * fixed bug with CE with move speed "not moving" not being animated
1068 * when changing player artwork by CE action, reset animation frame
1071 * fixed bug with not unmapping main menu screen gadgets on other screens
1072 * fixed bug with un-pausing a paused game by releasing still pressed key
1073 * fixed bug with not redrawing screen when toggling to/from fullscreen
1074 mode while fast reloading tape (without redrawing playfield contents)
1075 * fixed bug with quick-saving tape snapshot despite answering with "no"
1078 * version number set to 3.2.3
1081 * version 3.2.2 released
1084 * fixed bug with redrawing screen in fullscreen mode after quick tape
1085 reloading when using the EMC game engine
1086 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1089 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1092 * added engine snapshot functionality for instant tape reloading (this
1093 only works for the last tape saved using "quick save", and does not
1094 work across program restarts, because it completely works in memory)
1097 * version number set to 3.2.2
1100 * version 3.2.1 released
1103 * fixed nasty bugs with handling error message file on Mac OS X systems
1106 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1109 * fixed bug that caused broken tapes when manually appending to tapes
1110 using the "pause before death" functionality, followed by recording
1111 * added setup option to disable fading of screens for faster testing
1114 * code cleanup of new fading functions
1117 * changed behaviour after solved game -- do not immediately stop engine
1118 * added some more smooth screen fadings (game start, hall of fame etc.)
1121 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1124 * added configurable level preview position, tile size and dimensions
1125 * added configurable game panel value positions (gems, time, score etc.)
1128 * fixed small bug with time displayed incorrectly when collecting CEs
1131 * fixed bug with bumpy scrolling with EM engine in double player mode
1134 * added compatibility code to fix "Snake Bite" style levels that were
1135 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1138 * fixed bug with scrollbars inside editor when using the Windows mouse
1139 enhancement tool "True X-Mouse" (which injects key events to the event
1140 queue to insert selected stuff into the Windows clipboard, which gets
1141 confused with the "Insert" key for jumping to the last editor cascade
1142 block in the element list)
1143 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1144 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1147 * added selection of preferred fullscreen mode to setup / graphics menu
1148 (useful if default mode 800 x 600 does not match screen aspect ratio)
1151 * improved down-scaling of images for better editor and preview graphics
1152 * changed user data directory for Mac OS X from Unix style to new place
1155 * improved level number selection in main menu and player selection in
1156 setup menu (input devices section) by using standard button gadgets
1157 * added support for mouse scroll wheel (caused buggy behaviour before)
1158 * added support for scrolling horizontal scrollbars with mouse wheel by
1159 holding "Shift" key pressed while scrolling the wheel
1160 * added support for single step mouse wheel scrolling by holding "Alt"
1161 key pressed while scrolling the wheel (can be combined with "Shift")
1162 * changed output file "stderr.txt" on Windows platform now always to be
1163 created in the R'n'D sub-directory of the personal documents directory
1164 * added Windows message box to direct to "stderr.txt" after error aborts
1167 * improved general scrollbar handling (when jump-scrolling scrollbars)
1170 * changed scrollbars to always show last line as first after scrolling
1171 (that means jumping n - 1 screen lines instead of n screen lines)
1174 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1175 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1176 * fixed special handling of vertically stacked acid becoming fake acid
1179 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1180 affect multiple instances of the same CE, although this kind of
1181 change condition usually only affects one single custom element
1184 * version number set to 3.2.1
1187 * version 3.2.0 released
1190 * reorganized level editor element list a bit to match engines better
1193 * fixed newly introduced bug with wrongly initializing clipboard element
1196 * fixed bug with displaying visible/invisible level border in editor
1199 * reorganized some elements in the level editor element list
1202 * fixed bug with displaying any player as "yellow" when moving into acid
1203 * fixed bug with displaying running player when player stopped at border
1206 * fixed bug with player exploding when moving into acid
1207 * fixed bug with level settings being reset in editor and when playing
1208 (some compatibility settings being set not only after level loading)
1209 * fixed crash bug when number of custom graphic frames was set to zero
1210 * fixed bug with teleporting player on walkable tile not working anymore
1211 * added partial compatibility support for pre-release-only "CONF" chunk
1212 (to make Alan Bond's "color cycle" demo work again :-) )
1215 * fixed some bugs when displaying title screens from info screen menu
1216 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1219 * changed file major version to 3 to reflect level file format changes
1220 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1223 * added new chunk "NAME" to level file format for level name settings
1224 * added new chunk "NOTE" to level file format for envelope settings
1225 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1226 * updated magic(5) file to recognize changed and new level file chunks
1227 * removed change events "change when CE value/score changes" as unneeded
1230 * changed gravity (which only affects the player) from level property
1231 to player property (only makes a difference in multi-player levels)
1232 * added change events "change when CE value/score changes"
1233 * added change events "change when CE value/score changes of <element>"
1236 * added new chunk "INFO" to level file format for global level settings
1237 * added all element settings from "HEAD" chunk to "CONF" chunk
1238 * added all global level settings from "HEAD" chunk to "INFO" chunk
1241 * changed level file format by adding two new chunks "CUSX" (for custom
1242 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1243 elements, replacing the previous "GRP1" chunk); these new IFF style
1244 chunks use the new and flexible "micro chunks inside chunks" technique
1245 already used with the new "CONF" chunk (for normal element properties)
1246 which makes it possible to easily extend the existing level format
1247 (instead of using fixed-length chunks like before, which are either
1248 too big due to reserved bytes for future use, or too small when those
1249 reserved bytes have all been used and even more data should be stored,
1250 requiring the replacement by new and larger chunks just like it went
1251 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1254 * added credits pages to the "credits" section that were really missing
1255 * added some missing element descriptions to the level editor
1256 * added down position of switchgate switch to the level editor
1257 and allowed the use of both switch positions at the same time
1258 * changed use of "Insert" and "Delete" keys to navigate element list in
1259 level editor to start of previous or next cascading block of elements
1262 * added the possibility to view the title screen to the info screen menu
1263 * fixed some minor bugs with viewing title screens
1266 * fixed bug with title (cross)fading in/out when using fullscreen mode
1269 * fixed bug that forced re-defining of menu settings in local graphics
1270 config file which are already defined in existing base config file
1271 * fixed small bug that caused door sounds playing when music is enabled
1274 * added the possibility to define up to five title screens for each
1275 level set that are displayed after loading using (cross)fading in/out
1276 (this was added to display the various start images of the EMC sets)
1279 * added "CE score gets zero [of]" to custom element trigger conditions
1280 * added setup option to display element token name in level editor
1283 * added compatibility code for Juergen Bonhagen's menu artwork settings
1286 * fixed bug with displaying wrong animation frame 0 after CE changes
1287 * fixed bug with creating invisible elements when light switch is on
1290 * added selection between ECS and AGA graphics for EMC levels to setup
1293 * adjusted font handling for various narrow EMC style fonts
1296 * changed EM engine behaviour back to re-allow initial rolling springs
1299 * fixed handling of over-large selectboxes (less error-prone now)
1300 * fixed bug when creating GE with walkable element under the player
1303 * added use of "Insert" and "Delete" keys to navigate element list in
1304 level editor to start of custom elements or start of group elements
1305 * added virtual elements to access CE value and CE score of elements:
1306 - "CE value of triggering element"
1307 - "CE score of triggering element"
1308 - "CE value of current element"
1309 - "CE score of current element"
1312 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1315 * changed behaviour of network games with internal errors (because of
1316 different client frame counters) from immediately terminating R'n'D
1317 to displaying an error message requester and stopping only the game
1318 (also to prevent impression of crashes under non command-line runs)
1319 * fixed playing network games with the EMC engine (did not work before)
1320 * fixed bug with not scrolling the screen in multi-player mode with the
1321 focus on player 1 when all players are moving in different directions
1322 * fixed bug with keeping pointer to gadget even after its deallocation
1323 * fixed bug with allowing "focus on all players" in network games
1324 * fixed bug with player focus when playing tapes from network games
1327 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1330 * code cleanup for game action control for R'n'D and EMC game engine
1333 * fixed bug in multi-player movement with focus on both players
1334 * added option to control only the focussed player with all input
1337 * added player focus switching to level tape recording and re-playing
1340 * fixed some bugs in player focus switching in EMC and RND game engine
1343 * added special Supaplex animations for Murphy digging and snapping
1344 * added special Supaplex animations for Murphy being bored and sleeping
1347 * added four new yam yams with explicit start direction for EMC engine
1348 * fixed bug in src/libgame/text.c with printing text outside the window
1351 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1354 * added delayed ignition of EM style dynamite when used in R'n'D engine
1355 * added limited movement range to EMC engine when focus on all players
1358 * fixed bug with missing (zero) score values for native Supaplex levels
1361 * added "continuous snapping" (snapping many elements while holding the
1362 snap key pressed, without releasing the snap key after each element)
1363 as a new player setting for more compatibility with the classic games
1366 * finished scrolling for "focus on all players" in EMC graphics engine
1369 * level sets with "levels: 0" are ignored for levels, but not artwork
1370 * fixed bug when scanning empty level group directories (endless loop)
1373 * fixed bug with explosion graphic for player using "Murphy" graphic
1374 * fixed bug with explosion graphic if player leaves explosion in time
1375 * changed some descriptive text in setup menu to use medium-width font
1376 * added key shortcut settings for switching player focus to setup menu
1379 * fixed bug with random value initialization when recording tapes
1380 * fixed bug with playing single player tapes when team mode activated
1383 * fixed little bug when trying to switch to player that does not exist
1386 * added player switching (visual and quick) to R'n'D and EM game engine
1387 * added setup option to select visual or quick in-game player switching
1390 * added use of "Home" and "End" keys to handle element list in editor
1393 * fixed bug with adding score when playing tape with EMC game engine
1394 * added steel wall border for levels using EMC engine without border
1395 * finally fixed delayed scrolling in EMC engine also for small levels
1398 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1401 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1402 * fixed bug when displaying info element without action, but direction
1405 * fixed minor graphical problems with springs smashing and slurping
1406 (when using R'n'D style graphics instead of EMC style graphics)
1409 * added scroll delay (as configured in setup) to EMC graphics engine
1412 * improved screen redraw for EMC graphics engine (faster and smoother)
1413 * when not scrolling, do not redraw the whole playfield if not needed
1416 * added multi-player mode for EMC game engine (with up to four players)
1419 * added android (can clone elements) from EMC engine to R'n'D engine
1422 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1425 * added selectbox for initial player speed to player settings in editor
1428 * version 3.1.2 created that is basically version 3.1.1, but with a
1429 major bug fixed that prevented editing your own private levels
1430 * version 3.1.2 released
1433 * added magic ball (creates elements) from EMC engine to R'n'D engine
1436 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1439 * fixed bug when using "CE can leave behind <trigger element>"
1440 * added new change condition "(after/when) creation of <element>"
1441 * added new change condition "(after/when) digging <element>"
1442 * fixed bug accessing invalid gadget that caused crashes under Windows
1443 * deactivated new possibility for multiple CE changes per frame
1446 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1449 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1450 * fixed bug with not keeping CE value for moving CEs with only action
1451 * changed CE action selectboxes in editor to be only reset when needed
1454 * added option "use artwork from element" for custom player artwork
1455 * added option "use explosion from element" for player explosions
1458 * added cascaded element lists in the level editor
1459 * added persistence for cascaded element lists by "editorcascade.conf"
1460 * added dynamic element list with all elements used in current level
1461 * added possibility for multiple CE changes per frame (experimental)
1464 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1467 * changed "score for each 10 seconds/steps left" to "1 second/step"
1468 * added own score for collecting "extra time" instead of sharing it
1469 * added change events "switched by player" and "player switches <e>"
1470 * added change events "snapped by player" and "player snaps <e>"
1471 * added "set player artwork: <element choice>" to CE action options
1472 * added change event "move of <element>"
1475 * added "set player shield: off / normal / deadly" to CE action options
1476 * added new player option "use level start element" in level editor
1477 to set the correct focus at level start to elements from which the
1478 player is created later (this did not work before for cascaded CE
1479 changes resulting in creation of the player; it is now also possible
1480 to create the player from a yam yam which is smashed at level start)
1483 * added "set player speed: frozen (not moving)" to CE action options
1484 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1487 * added new player option "block snap field" (enabled by default) to
1488 make it possible to show a snapping animation like in Emerald Mine
1491 * added dynamic selectboxes to custom element action settings in editor
1492 * added "CE value" counter for custom elements (instead of "CE count")
1493 * added option to use the last "CE value" after custom element change
1494 * added option to use the "CE value" of other elements in CE actions
1495 * fixed odd behaviour when pressing time orb in levels w/o time limit
1496 * added checkbox "use time orb bug" for older levels that use this bug
1499 * added missing configuration settings for the following elements:
1500 - EL_TIMEGATE_SWITCH (time of open time gate)
1501 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1502 - EL_SHIELD_NORMAL (time of shield duration)
1503 - EL_SHIELD_DEADLY (time of shield duration)
1504 - EL_EXTRA_TIME (time added to level time)
1505 - EL_TIME_ORB_FULL (time added to level time)
1508 * added "wind direction" as a movement pattern for custom elements
1509 * added initial wind direction for balloon / custom elements to editor
1510 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1513 * added parameters for "game of life" and "biomaze" elements to editor
1516 * added level file chunk "CONF" for generic level and element settings
1519 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1522 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1523 * added sound action ".page[1]" to ".page[32]" for each CE change page
1526 * added image config suffix ".clone_from" to copy whole image settings
1527 * fixed bug with invalid ("undefined") CE settings in old level files
1530 * fixed graphical bug with smashing elements falling faster than player
1533 * fixed major bug which prevented private levels from being edited
1534 * fixed bug with precedence of general and special font definitions
1537 * fixed graphical bug with player animation when player moves slowly
1540 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1543 * fixed bug which prevented "global.num_toons: 0" from working
1546 * major code cleanup (removed all these annoying "#if 0" blocks)
1549 * added custom element actions for CE change page in level editor
1552 * fixed music initialization bug in init.c (thanks to David Binderman)
1553 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1554 (this bug must probably be fixed at other places, too)
1557 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1558 (should be '#include <SDL.h>' instead)
1561 * fixed bug which prevented "walkable from no direction" from working
1562 (due to compatibility code overwriting this setting after loading)
1565 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1568 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1569 * version 3.1.1 released
1572 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1573 on 64-bit architecture systems with LP64 data model
1576 * fixed bug with bombs not exploding when hitting the last level line
1577 (introduced after the release of 3.1.0)
1580 * added support for dumping small-sized level sketches from editor
1583 * added recognition of "trigger element" for "change digged element to"
1584 (this is not really what the "trigger element" was made for, but its
1585 use may seem obvious for leaving back digged elements unchanged)
1588 * fixed multiple warnings about failed joystick device initialization
1591 * fixed bug with dynamite dropped on top of just dropped custom element
1592 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1593 dynamite can still be dropped, but drop key must be released before
1596 * fixed bug with wrong start directory when started from file browser
1597 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1600 * fixed bug causing "change when impact" on player not working
1601 * fixed wrong priority of "hitting something" over "hitting <element>"
1602 * fixed wrong priority of "hit by something" over "hit by <element>"
1605 * fixed graphical bug which caused the player (being Murphy) to show
1606 collecting animations although the element was collected by penguin
1609 * fixed two bugs causing wrong door background graphics in system.c
1610 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1613 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1614 * added "no direction" to "walkable/passable from" selectbox options
1617 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1618 * in tape autoplay, not only report broken, but also missing tapes
1621 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1624 * fixed small bug with "linear" animation not working for active lamp
1627 * fixed bug with moving up despite gravity due to "block last field"
1628 * fixed small bug with wrong draw offset when typing name in main menu
1629 * when reading user names from "passwd", ignore data after first comma
1630 * when creating new "levelinfo.conf", only write some selected entries
1633 * fixed displaying "imported from/by" on preview with empty string
1634 * fixed ignoring draw offset for fonts used for level preview texts
1637 * fixed a delay problem with SDL and too many mouse motion events
1638 * added setup option "skip levels" and level skipping functionality
1641 * added move speed "not moving" for non-moving CEs, but with direction
1644 * fixed mapping of obsolete element token names in "editorsetup.conf"
1645 * fixed bug with sound "acid.splashing" treated as a loop sound
1646 * fixed some little sound bugs in native EM engine
1649 * fixed small bug when dragging scrollbars to end positions
1652 * added editor element descriptions written by Aaron Davidson
1655 * improved fallback handling when configured artwork is not available
1656 (now using default artwork instead of exiting when files not found)
1659 * fixed bug on level selection screen when dragging scrollbar
1662 * fixed bug which caused broken tapes when appending to EM engine tapes
1665 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1668 * added code to replace changed artwork config tokens with other tokens
1669 (needed for backwards compatibility, so that older tokens still work)
1672 * added native R'n'D graphics for some new EMC elements in EM engine
1675 * fixed some bugs in the EM engine integration code
1676 * changed EM engine code to allow diagonal movement
1677 * changed EM engine code to allow use of separate snap and drop keys
1680 * fixed some redraw bugs when using EM engine
1683 * fixed bug with not converting RND levels which are set to use native
1684 engine to native level structure when loading
1687 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1690 * version number set to 3.2.0
1693 * level data now reset to defaults after attempt to load invalid file
1696 * added use of "editorsetup.conf" for different level sets
1699 * added auto-detection for various types of Emerald Mine level files
1702 * fixed bug with scrollbars getting too small when list is very large
1705 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1708 * added most level editor configuration gadgets for new EMC elements
1711 * added more element and graphic definitions for new EMC elements
1714 * modified native EM engine to use integrated R'n'D sound system
1717 * added SDL support to graphics functions in native EM engine
1718 (by always using generic libgame interface functions)
1721 * fixed bug in frame synchronization in native EM engine
1724 * added code to convert levels between R'n'D and native EM engine
1727 * new Emerald Mine engine can now play levels selected in main menu
1730 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1731 (which creates scaled down graphics for level editor and preview);
1732 there's still a memory leak somewhere in the artwork handling code
1733 * added "scale image up" functionality to X11 version of zoom function
1736 * first attempts to integrate new, native Emerald Mine Club engine
1739 * fixed bug in gadget code which caused reset of CEs in level editor
1740 (example: pressing 'b' [grab brush] on CE config page erased values)
1741 (solution: check if gadgets in ClickOnGadget() are really mapped)
1742 * improved level change detection in editor (settings now also checked)
1743 * fixed bug with "can move into acid" and "don't collide with" state
1746 * fixed maze runner style CEs to use the configured move delay value
1749 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1752 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1753 * fixed the above fix because it broke level set "machine" (*sigh*)
1754 * fixed random element placement in level editor to work as expected
1755 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1758 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1761 * fixed bug (missing array boundary check) which caused broken tapes
1762 * fixed bug (when loading level template) which caused broken levels
1763 * fixed bug with new block last field code when using non-yellow player
1766 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1767 * internal change of how the player blocks the last field when moving
1768 * fixed blocking delay of last field for EM and SP style block delay
1769 * fixed bug where the player had to wait for the usual move delay after
1770 unsuccessfully trying to move, when he directly could move after that
1771 * the last two changes should make original Supaplex level 93 solvable
1772 * improved use of random number generator to make it less predictable
1773 * fixed behaviour of slippery SP elements to let slip left, then right
1776 * fixed bug with wrong door state after trying to quickload empty tape
1777 * fixed waste of static memory usage of the binary, making it smaller
1778 * fixed very little graphical bug in Supaplex explosion
1781 * version number set to 3.1.1
1784 * version 3.1.0 released
1787 * fixed bug with crash when writing user levelinfo.conf the first time
1790 * added option "convert LEVELDIR [NR]" to command line batch commands
1791 * re-converted Supaplex levels to apply latest engine fixes
1792 * changed "use graphic/sound of element" to "use graphic of element"
1793 due to compatibility problems with some levels ("bug machine" etc.)
1796 * fixed bug with CE change replacing player with same or other player
1799 * fixed bug with opaque font in envelope with background graphic when
1800 background graphic is not transparent itself
1803 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1804 * corrected original Supaplex level loading code to use these new ports
1805 * also corrected Supaplex loader to auto-count infotrons if set to zero
1808 * fixed bug with missing initialization of "modified" flag for GEs
1811 * fixed bug that caused endless recursion loop when relocating player
1812 * fixed tape recorder bug in "step mode" when using "pause before end"
1813 * fixed tape recorder bug when changing from "warp forward" mode
1816 * fixed bug with "when touching" for pushed elements at last position
1819 * fixed bug that caused two activated toolbox buttons in level editor
1820 * fixed bug with exploding dynabomb under player due to other explosion
1823 * fixed bug with creating walkable custom element under player (again)
1824 * fixed bug with not copying explosion type when copying CEs in editor
1825 * fixed graphical bug when drawing player in setup menu (input devices)
1826 * fixed graphical bug when the player is pushing an accessible element
1827 * fixed bug with classic switchable elements triggering CE changes
1828 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1829 * fixed crash bug when CE leaves behind the trigger player element
1832 * fixed bug with broken tubes after placing/exploding dynamite in them
1833 * fixed bug with exploding dynamite under player due to other explosion
1834 * fixed bug with not resetting push delay under certain circumstances
1837 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1838 * added network multiplayer code for Windows (thanks to Niko Böhm)
1841 * added option "reachable despite gravity" for gravity movement
1842 * changed gravity movement of most classic walkable and passable
1843 elements back to "not reachable" (for compatibility reasons)
1846 * fixed (removed) "indestructible" / "can explode" dependency in editor
1847 * fixed (removed) "accessible inside" / "protected" dependency
1848 * fixed (removed) "step mode" / "shield time" dependency
1851 * fixed dynabombs exploding now into anything diggable
1852 * fixed Supaplex style gravity movement into buggy base now impossible
1853 * added pressing key "space" as valid action to select menu options
1856 * added "replace when walkable" to relocate player to walkable element
1857 * added "enter"/"leave" event for elements affected by relocation
1858 * fixed "direct"/"indirect" change order also for "when change" event
1859 * fixed graphical bug when pushing things from elements walkable inside
1862 * fixed graphic bug when player is snapping while moving in old levels
1863 * fixed bug when a moving custom element leaves a player element behind
1864 * fixed bug with mole not disappearing when moving into acid pool
1865 * fixed bug with incomplete path setting when using "--basepath" option
1866 * moving CE can now leave walkable elements behind under the player
1867 * when relocating, player can be set on walkable element now
1868 * fixed another gravity movement bug
1871 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1874 * added "collectible" and "removable" to extended replacement types
1875 (where "removable" replaces "diggable" and "collectible" elements)
1876 * added "collectible & throwable" (to throw element to the next field)
1877 * fixed bug with CEs digging elements that are just about to explode
1878 * changed mouse cursor now always being visible when game is paused
1881 * added possibility to push/press accessible elements from a side that
1883 * fixed bug with not setting actual date when appending to tape
1886 * fixed bug with incorrectly initialized custom element editor graphics
1889 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1890 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1893 * fixed bug with destroyed robot wheel still attracting robots forever
1894 * fixed bug with time gate switch deactivating after robot wheel time
1895 (while the time gate itself is not affected by this misbehaviour)
1896 * changed behaviour of BD style amoeba to always get blocked by player
1897 (before it was different when there were non-BD elements in level)
1898 * fixed bug with player destroying indestructable elements with shield
1901 * added option to make growing elements grow into anything diggable
1902 (for the various amoeba types, biomaze and "game of life")
1905 * fixed bug with movable elements not moving after left behind by CEs
1906 * changed gravity movement to anything diggable, not only sand/base
1907 * optionally allowing passing to walkable element, not only empty space
1908 * added option "can pass to walkable element" for players
1909 * finally fixed gravity movement (hopefully)
1912 * fixed bug with movable elements not moving anymore after falling down
1915 * fixed another bug with custom elements digging and leaving elements
1916 * fixed bug with "along left/right side" and automatic start direction
1917 * trigger elements now also displayed when "more custom" deactivated
1918 * fixed bug with clipboard element initialized when loading new level
1919 * added option "drop delay" to set delay before dropping next element
1922 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1925 * added copy and paste functions for custom change pages
1926 * enhanced graphical display and functionality of tape recorder
1927 * fixed bug with custom elements digging and leaving elements
1930 * added move speed faster than "very fast" for custom elements
1931 * fixed bug with 3+3 style explosions and missing border content
1932 * fixed little bug when copying custom elements in the editor
1933 * enhanced custom element changes by more side trigger actions
1936 * added option "no scrolling when relocating" for instant teleporting
1937 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1940 * added trigger element and trigger player to use as target elements
1941 * added copy and paste functions for custom and group elements
1944 * fixed graphical bug when displaying explosion animations
1945 * fixed bug when appending to tapes, resulting in broken tapes
1946 * re-recorded a few tapes broken by fixing gravity checking bug
1949 * "can move into acid" property now for all elements independently
1950 * "can fall into acid" property for player stored in same bitfield now
1951 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1952 * version number set to 3.1.0 (finally!)
1955 * changed tape recording to only record input, not programmed actions
1958 * fixed totally broken (every 8th frame skipped) step-by-step recording
1959 * fixed bug with requester not displayed when quick-loading interrupted
1960 * added option "can fall into acid (with gravity)" for players
1961 * fixed bug with player not falling when snapping down with gravity
1964 * fixed bug which messed up key config when using keypad number keys
1967 * fixed bug which allowed moving upwards even when gravity was active
1968 * fixed bug with missing error handling when dumping levels or tapes
1971 * added different colored editor graphics for Supaplex gravity tubes
1974 * fixed bug that allowed solvable tapes for unsolvable levels
1977 * use unlimited number of droppable elements when "count" set to zero
1978 * added option to use step limit instead of time limit for level
1981 * added player and change page as trigger for custom element change
1984 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1987 * fixed bug with dark yamyam changing to acid when moving over acid
1988 * fixed handling of levels with more than 999 seconds level time
1989 (example: level 76 of "Denmine")
1992 * "spring push bug" reintroduced as configurable element property
1993 * fixed bug with missing properties for "mole"
1994 * fixed bug that showed up when fixing the above "mole" properties bug
1995 * added option "can move into acid" for all movable elements
1996 * fixed graphical bug for elements moving into acid
1997 * changed event handling to handle all pending events before going on
2000 * fixed bug which caused all CE change pages to be ignored which had
2001 the same change event, but used a different element side
2002 (reported by Simon Forsberg)
2004 * fixed bug which caused elements that can move and fall and that are
2005 transported by a conveyor belt to continue moving into that direction
2006 after leaving the conveyor belt, regardless of their own movement
2007 type; only elements which can not move are transported now
2008 (reported by Simon Forsberg)
2010 * fixed bug which could cause an array overflow in RelocatePlayer()
2011 (reported by Niko Böhm)
2013 * changed Emerald Mine style "passable / over" elements to "protected"
2014 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2016 * added new option to select from which side a "walkable/passable"
2017 element can be entered
2020 * added explosion and ignition delay for elements that can explode
2023 * fixed bug which caused player not being protected against enemies
2024 when a CE was "walkable / inside" and was not "indestructible"
2025 * added "walkable/passable" fields to be "protected/unprotected"
2026 against enemies, even if not accessible "inside" but "over/under"
2029 * corrected move pattern to 32 bit and initial move direction to 8 bit
2032 * added second custom element base configuration page
2035 * added some special EMC mappings to Emerald Mine level loader
2036 (also covering previously unknown element in level 0 of "Bondmine 8")
2039 * added option to block last field when player is moving (for Supaplex)
2040 * adjusted push delay of Supaplex elements
2041 * removed delays for envelopes etc. when replaying with maximum speed
2042 * fixed bug when dropping element on a field that just changed to empty
2045 * fixed bug: infotrons can now smash yellow disks
2046 * fixed bug: when gravity active, port above player can now be entered
2047 * removed "one white dot" mouse pointer which irritated some people
2050 * added "choice type" for group element selection
2053 * fixed bug with initial invulnerability of non-yellow player
2056 * added level loader for loading native Supaplex packed levels
2057 (including multi-part levels like the "splvls99" levels)
2060 * fixed bug which allowed creating emeralds by escaping explosions
2063 * custom elements can change (limited) or leave (unlimited) elements
2064 * finally added multiple matches using group elements
2065 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2068 * added new start movement type "previous" for continued CE movement
2069 * added new start movement type "random" for random CE movement start
2072 * added new element "sokoban_field_player" needed for Sokoban levels
2073 (thanks to Ed Booker for pointing this out!)
2076 * added elements that can be digged or left behind by custom elements
2079 * added group elements for multiple matches and random element creation
2082 * fixed some graphical errors displayed in old levels
2085 * fixed wrong double speed movement after passing closing gates
2088 * added level loader for loading native Emerald Mine levels
2091 * changes for "shooting" style CE movement
2094 * Happy New Year! ;-)
2097 * changed default snap/drop keys from left/right Shift to Control keys
2100 * fixed bug with dead player getting reanimated from custom element
2103 * fixed bug with wrong penguin graphics (when entering exit)
2106 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2109 * version number set to 3.0.9
2112 * version 3.0.8 released
2115 * added function checked_free()
2118 * fixed bug with double nut cracking sound
2119 (by eliminating "default element action sound" assignment in init.c)
2122 * fixed crash when no music info files are available
2125 * fixed boring and sleeping sounds
2128 * added "maze runner" and "maze hunter" movement types
2129 * added extended collision conditions for custom elements
2132 * added warnings for undefined token values in artwork config files
2135 * added menu entry for level set information to the info screen
2138 * fixed bug with wrong default impact sound for colored emeralds
2141 * added several sub-screens for the info screen
2142 * menu text now also clickable (not only blue/red sphere left of it)
2145 * added configurable "bored" and "sleeping" animations for the player
2146 * added "awakening" sound for player when waking up after sleeping
2149 * added "copy" and "exchange" functions for custom elements to editor
2152 * added configurable element animations for info screen
2155 * added configurable music credits for info screen
2158 * finally fixed tape recording when player is created from CE change
2161 * added "editorsetup.conf" for editor element list configuration
2164 * added "musicinfo.conf" for menu and level music configuration
2167 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2168 (that only showed up on Linux, but not on Windows systems)
2171 * fixed turning movement of butterflies and fireflies (no frame reset)
2172 * enhanced sniksnak turning movement (two steps instead of only one)
2175 * version number set to 3.0.8
2178 * version 3.0.7 released
2181 * fixed reset of player animation frame when, for example,
2182 walking, digging or collecting share the same animation
2183 * fixed CE with "deadly when touching" exploding when touching amoeba
2186 * fixed tape recording when player is created from CE element change
2189 * introduced "turning..." action graphic for elements with move delay
2190 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2191 * added turning animations for bug, spaceship and sniksnak
2194 * prevent "extended" changed elements from delay change in same frame
2197 * fixed bug when pushing element that can move away to the side
2198 (like pushing falling elements, but now with moving elements)
2201 * finally fixed serious bug in code for delayed element pushing (again)
2204 * unavailable setup options now marked as "n/a" instead of "off"
2205 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2206 to "true", levels are always played with the latest game engine,
2207 which is desired for levels that are imported from other games; all
2208 other levels are played with the engine version stored in level file
2209 (which is normally the engine version the level was created with)
2212 * fixed serious bug in code for delayed element pushing
2213 * fixed little bug in animation frame selection for pushed elements
2214 * speed-up of reading config file for verbose output
2217 * added configuration option for opening and closing Supaplex exit
2218 * added configuration option for moving up/down animation for Murphy
2219 * fixed incorrectly displayed animation for attacking dragon
2220 * fixed bug with not setting initial gravity for each new game
2221 * fixed bug with teleportation of player by custom element change
2222 * fixed bug with player not getting smashed by rock sometimes
2225 * version number set to 3.0.7
2228 * version 3.0.6 released
2231 * added support for MP3 music for SDL version through SMPEG library
2234 * fixed bug when initializing font graphic structure
2235 * fixed bug with animation mode "pingpong" when using only 1 frame
2236 * fixed bug with extended change target introduced in 3.0.5
2237 * fixed bug where passing over moving element doubles player speed
2238 * fixed bug with elements continuing to move into push direction
2239 * fixed bug with duplicated player when dropping bomb with shield on
2240 * added "switching" event for custom elements ("pressing" only once)
2241 * fixed switching bug (resetting flag when not switching but not idle)
2244 * fixed element tokens for certain file elements with ".active" etc.
2247 * version number set to 3.0.6
2250 * version 3.0.5 released
2253 * now four envelope elements available
2254 * font, background, animation and sound for envelope now configurable
2255 * main menu doors opening/closing animation type now configurable
2258 * active/inactive sides configurable for custom element changes
2259 * new movement type "move when pushed" available for custom elements
2262 * fixed bug in multiple config pages loader code that caused crashes
2265 * enhanced (remaining low-resolution) Supaplex graphics
2268 * version number set to 3.0.5
2271 * version 3.0.4 released
2273 2003-09-12 src/tools.c
2274 * fixed bug in custom definition of crumbled element graphics
2276 2003-09-11 src/files.c
2277 * fixed bug in multiple config pages code that caused crashes
2280 * version number set to 3.0.4
2283 * version 3.0.3 released
2286 * added music to Supaplex classic level set
2288 2003-09-07 src/libgame/misc.c
2289 * added support for loading various music formats through SDL_mixer
2291 2003-09-06 (various source files)
2292 * fixed several nasty bugs that may have caused crashes on some systems
2293 * added envelope content which gets displayed when collecting envelope
2294 * added multiple change event pages for custom elements
2296 2003-08-24 src/game.c
2297 * fixed problem with player animation when snapping and moving
2299 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2300 * fixed problem with flickering when drawing toon animations
2302 2003-08-23 src/libgame/sdl.c
2303 * fixed problem with setting mouse cursor in SDL version in fullscreen
2305 2003-08-23 src/game.c
2306 * fixed bug (missing array boundary check) which could crash the game
2309 * version number set to 3.0.3
2312 * version 3.0.2 released
2314 2003-08-21 src/game.c
2315 * fixed bug with creating inaccessible elements at player position
2317 2003-08-20 src/init.c
2318 * fixed bug with not finding current level artwork directory
2320 2003-08-20 src/files.c
2321 * fixed bug with choosing wrong engine version when playing tapes
2322 * fixed bug with messing up custom element properties in 3.0.0 levels
2325 * version number set to 3.0.2
2328 * version 3.0.1 released
2330 2003-08-17 (no source files affected)
2331 * changed all "classic" PCX image files with 16 colors or less to
2332 256 color (8 bit) storage format, because the Allegro game library
2333 cannot handle PCX files with less than 256 colors (contributed
2334 graphics are not affected and might look wrong in the DOS version)
2336 2003-08-16 src/init.c
2337 * fixed bug which (for example) crashed the level editor when defining
2338 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2339 (only set to default) -- invalid graphics now set to default graphic
2341 2003-08-16 src/init.c
2342 * fixed graphical bug of player digging/collecting/snapping element
2343 when no corresponding graphic/animation is defined for this action,
2344 resulting in player being drawn as EL_EMPTY (which should only be
2345 done to elements being collected, but not to the player)
2347 2003-08-16 src/game.c
2348 * fixed small graphical bug of player not totally moving into exit
2350 2003-08-16 src/libgame/setup.c
2351 * fixed bug with wrong MS-DOS 8.3 filename conversion
2353 2003-08-16 src/tools.c
2354 * fixed bug with invisible mouse cursor when pressing ESC while playing
2356 2003-08-16 (various source files)
2357 * added another 128 custom elements (disabled in editor by default)
2359 2003-08-16 src/editor.c
2360 * fixed NULL string bug causing Solaris to crash in sprintf()
2362 2003-08-16 src/screen.c
2363 * fixed drawing over scrollbar on level selection with custom fonts
2365 2003-08-15 src/game.c
2366 * cleanup of simple sounds / loop sounds / music settings
2368 2003-08-08 (various source files)
2369 * added custom element property for dropping collected elements
2371 2003-08-08 src/conf_gfx.c
2372 * fixed bug with missing graphic for active red disk bomb
2374 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2375 * extended variable "level.gravity" to "level.initial_gravity" and
2376 "game.current_gravity" to prevent level setting from being changed
2377 by playing the level (keeping the runtime value after playing)
2379 * fixed graphics bug when digging element that has 'crumbled' graphic
2380 definition, but not 'diggable' graphic definition
2383 * version number set to 3.0.1
2386 * version 3.0.0 released
2389 * various bug fixes; among others:
2390 - fixed bug with pushing spring over empty space
2391 - fixed bug with leaving tube while placing dynamite
2392 - fixed bug with explosion of smashed penguins
2393 - allow Murphy player graphic in levels with non-Supaplex elements
2397 * I have forgotten to document changes for some time
2400 * pre-release version 2.2.0rc1 released
2403 * version number set to 2.1.2
2406 * version 2.1.1 released
2409 * version number set to 2.1.1
2412 * version 2.1.0 released
2415 * version number set to 2.1.0
2417 2002-04-03 to 2002-05-19 (various source files)
2418 * graphics, sounds and music now fully configurable
2419 * bug fixed that prevented walking through tubes when gravity on
2421 2002-04-02 src/events.c, src/editor.c
2422 * Make Escape key less aggressive when playing or when editing level.
2423 This can be configured as an option in the setup menu. (Default is
2424 "less aggressive" which means "ask user if something can be lost"
2425 when pressing the Escape key.)
2427 2002-04-02 src/screen.c
2428 * Added "graphics setup" screen.
2430 2002-04-01 src/screen.c
2431 * Changed "choose level" setup screen stuff to be more generic (to
2432 make it easier to add more "choose from generic tree" setup screens).
2434 2002-04-01 src/config.c, src/timestamp.h
2435 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2436 automatically gets created by "src/Makefile" and contains an actual
2437 compile-time timestamp to identify development versions of the game).
2439 2002-03-31 src/tape.c, src/events.c
2440 * Added quick game/tape save/load functions to tape stuff which can be
2441 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2442 loads previously recorded tape and directly goes into recording mode
2443 from the end of the tape (therefore appending to the tape).
2445 2002-03-31 src/tape.c
2446 * Added "index mark" function to tape recorder. When playing or
2447 recording, "eject" button changes to "index" button. Setting index
2448 mark is not yet implemented, but pressing index button when playing
2449 allows very quick advancing to end of tape (when normal playing),
2450 very fast forward mode (when playing with normal fast forward) or
2451 very fast reaching of "pause before end of tape" (when playing with
2452 "pause before end" playing mode).
2454 2002-03-30 src/cartoons.c
2455 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2457 2002-03-29 src/screen.c
2458 * Changed setup screen stuff to be more generic (to make it easier
2459 to add more setup screens).
2461 2002-03-23 src/main.c, src/main.h
2462 * Various changes due to the introduction of the new libgame files
2463 "setup.c" and "joystick.c".
2465 2002-03-23 src/files.c
2466 * Generic parts of "src/files.c" (mainly setup and level directory
2467 stuff) moved to new libgame file "src/libgame/setup.c".
2469 2002-03-23 src/joystick.c
2470 * File "src/joystick.c" moved to libgame source tree, with
2471 correspondig changes.
2473 2002-03-22 src/screens.c
2474 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2475 (Wrong level series information displayed when entering main group.)
2477 2002-03-22 src/editor.c
2478 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2480 2002-03-22 src/editor.c
2481 * Changed behaviour of "Escape" key in level editor to be more
2482 intuitive: When in "Element Properties" or "Level Info" mode,
2483 return to "Drawing Mode" instead of leaving the level editor.
2485 2002-03-21 src/game.c, src/editor.c, src/files.c
2486 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2487 gems (emeralds, diamonds, ...) slipping down from normal wall,
2488 steel wall and growing wall (as in E.M.C. style levels). Although
2489 the behaviour of contributed and private levels wasn't changed (due
2490 to the use of "level.game_version"; see previous entry), editing
2491 those levels will (of course) change the behaviour accordingly.
2493 This change seems a bit too hard after thinking about it, because
2494 the EM style behaviour is not the "expected" behaviour (gems would
2495 normally only slip down from "rounded" walls). Therefore this was
2496 now changed to an element property for gem style elements, with the
2497 default setting "off" (which means: no special EM style behaviour).
2498 To fix older converted levels, this flag is set to "on" for pre-2.0
2499 levels that are neither contributed nor private levels.
2501 2002-03-20 src/files.h
2502 * Corrected settings for "level.game_version" depending of level type.
2503 (Contributed and private levels always get played with game engine
2504 version they were created with, while converted levels always get
2505 played with the most recent version of the game engine, to let new
2506 corrections of the emulation behaviour take effect.)
2508 2002-03-20 src/main.h
2509 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2510 compiling the SDL version on some systems.
2511 Thanks to the several people who pointed this out.
2514 * Version number set to 2.0.2.
2517 * Version 2.0.1 released.
2519 2002-03-18 src/screens.c
2520 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2522 2002-03-18 src/files.c [src/libgame/misc.c]
2523 * Moved some common functions from src/files.c to src/libgame/misc.c.
2525 2002-03-18 src/files.c [src/libgame/misc.c]
2526 * Changed permissions for new directories and saved files (especially
2527 score files) according to suggestions of Debian users and mantainers.
2528 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2530 2002-03-17 src/files.c
2531 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2532 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2533 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2534 for levels and "TAPE" for tapes). Old "cookie" style format is
2535 still supported for reading. New level and tape files are written
2538 * New IFF chunk "VERS" contains version numbers for file and game
2539 (where "game version" is the version of the program that wrote the
2540 file, and "file version" is a version number to distinguish files
2541 with different format, for example after adding new features).
2543 2002-03-15 src/screen.c
2544 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2545 (Before, you heard a mixture of the in-game music and the
2546 hall-of-fame music.)
2548 2002-03-14 src/events.c
2549 * Function "DumpTape()" (files.c) now available by pressing 't' from
2550 main menu (when in DEBUG mode).
2552 2002-03-14 src/game.c
2553 * "GameWon()": When game was won playing a tape, now there is no delay
2554 raising the score and no corresponding sound is played.
2556 2002-03-14 src/files.c
2557 * Changed "LoadTape()" for real chunk support and also adjusted
2558 "SaveTape()" accordingly.
2560 2002-03-14 src/game.c, src/tape.c, src/files.c
2561 * Important changes to tape format: The old tape format stored all
2562 actions with a real effect with a corresponding delay between the
2563 stored actions. This had some major disadvantages (for example,
2564 push delays had to be ignored, pressing a button for some seconds
2565 mutated to several single button presses because of the non-action
2566 delays between two action frames etc.). The new tape format just
2567 stupidly records all device actions and replays them later. I really
2568 don't know why I haven't solved it that way before?! Old-style tapes
2569 (with tape file version less than 2.0) get converted to the new
2570 format on-the-fly when loading and can therefore still be played;
2571 only some minor parts of the old-style tape handling code was needed.
2572 (A perfect conversion is not possible, because there is information
2573 missing about the device actions between two action frames.)
2575 2002-03-14 src/files.c
2576 * New function "DumpTape()" to dump the contents of the current tape
2577 in a human readable format.
2579 2002-03-14 src/game.c
2580 * Small tape bug fixed: When automatically advancing to next level
2581 after a game was won, the tape from the previous level still was
2582 loaded as a tape for the new level.
2584 2002-03-14 src/tape.c
2585 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2586 tape, cartoons did not get completely removed because
2587 StopAnimation() was not called.
2589 2002-03-13 src/files.c
2590 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2591 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2592 size even when using 16-bit elements). Added new chunk "CNT2" for
2593 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2594 chunk even when content was 16-bit element). "CNT2" should now be
2595 able to store content for arbitrary elements (up to eight blocks of
2596 3 x 3 element arrays). All "CNT2" elements will always be stored as
2597 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2599 2002-03-13 src/files.c
2600 * Changed "LoadLevel()" for real chunk support.
2602 2002-03-12 src/game.c
2603 * Fixed problem (introduced after 2.0.0 release) with penguins
2604 not getting killed by enemies
2606 2002-02-24 src/game.c, src/main.h
2607 * Added "player->is_moving"; now "player->last_move_dir" does
2608 not contain any information if the player is just moving at
2610 Before, "player->last_move_dir" was misused for this purpose
2611 for the robot stuff (robots don't kill players when they are
2612 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2613 broke tapes when walking through pipes!
2614 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2615 in a continuous movement. This fact is ignored for friends and