2 * added "replace when walkable" to relocate player to walkable element
5 * fixed graphic bug when player is snapping while moving in old levels
6 * fixed bug when a moving custom element leaves a player element behind
7 * fixed bug with mole not disappearing when moving into acid pool
8 * fixed bug with incomplete path setting when using "--basepath" option
9 * moving CE can now leave walkable elements behind under the player
10 * when relocating, player can be set on walkable element now
11 * fixed another gravity movement bug
14 * uploaded pre-release (test) version 3.1.0-2 binary and source code
17 * added "collectible" and "removable" to extended replacement types
18 (where "removable" replaces "diggable" and "collectible" elements)
19 * added "collectible & throwable" (to throw element to the next field)
20 * fixed bug with CEs digging elements that are just about to explode
21 * changed mouse cursor now always being visible when game is paused
24 * added possibility to push/press accessible elements from a side that
26 * fixed bug with not setting actual date when appending to tape
29 * fixed bug with incorrectly initialized custom element editor graphics
32 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
33 - number of levels corrected from 18 to 17 in "levelinfo.conf"
36 * fixed bug with destroyed robot wheel still attracting robots forever
37 * fixed bug with time gate switch deactivating after robot wheel time
38 (while the time gate itself is not affected by this misbehaviour)
39 * changed behaviour of BD style amoeba to always get blocked by player
40 (before it was different when there were non-BD elements in level)
41 * fixed bug with player destroying indestructable elements with shield
44 * added option to make growing elements grow into anything diggable
45 (for the various amoeba types, biomaze and "game of life")
48 * fixed bug with movable elements not moving after left behind by CEs
49 * changed gravity movement to anything diggable, not only sand/base
50 * optionally allowing passing to walkable element, not only empty space
51 * added option "can pass to walkable element" for players
52 * finally fixed gravity movement (hopefully)
55 * fixed bug with movable elements not moving anymore after falling down
58 * fixed another bug with custom elements digging and leaving elements
59 * fixed bug with "along left/right side" and automatic start direction
60 * trigger elements now also displayed when "more custom" deactivated
61 * fixed bug with clipboard element initialized when loading new level
62 * added option "drop delay" to set delay before dropping next element
65 * uploaded pre-release (test) version 3.1.0-1 binary and source code
68 * added copy and paste functions for custom change pages
69 * enhanced graphical display and functionality of tape recorder
70 * fixed bug with custom elements digging and leaving elements
73 * added move speed faster than "very fast" for custom elements
74 * fixed bug with 3+3 style explosions and missing border content
75 * fixed little bug when copying custom elements in the editor
76 * enhanced custom element changes by more side trigger actions
79 * added option "no scrolling when relocating" for instant teleporting
80 * uploaded pre-release (test) version 3.1.0-0 binary and source code
83 * added trigger element and trigger player to use as target elements
84 * added copy and paste functions for custom and group elements
87 * fixed graphical bug when displaying explosion animations
88 * fixed bug when appending to tapes, resulting in broken tapes
89 * re-recorded a few tapes broken by fixing gravity checking bug
92 * "can move into acid" property now for all elements independently
93 * "can fall into acid" property for player stored in same bitfield now
94 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
95 * version number set to 3.1.0 (finally!)
98 * changed tape recording to only record input, not programmed actions
101 * fixed totally broken (every 8th frame skipped) step-by-step recording
102 * fixed bug with requester not displayed when quick-loading interrupted
103 * added option "can fall into acid (with gravity)" for players
104 * fixed bug with player not falling when snapping down with gravity
107 * fixed bug which messed up key config when using keypad number keys
110 * fixed bug which allowed moving upwards even when gravity was active
111 * fixed bug with missing error handling when dumping levels or tapes
114 * added different colored editor graphics for Supaplex gravity tubes
117 * fixed bug that allowed solvable tapes for unsolvable levels
120 * use unlimited number of droppable elements when "count" set to zero
121 * added option to use step limit instead of time limit for level
124 * added player and change page as trigger for custom element change
127 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
130 * fixed bug with dark yamyam changing to acid when moving over acid
131 * fixed handling of levels with more than 999 seconds level time
132 (example: level 76 of "Denmine")
135 * "spring push bug" reintroduced as configurable element property
136 * fixed bug with missing properties for "mole"
137 * fixed bug that showed up when fixing the above "mole" properties bug
138 * added option "can move into acid" for all movable elements
139 * fixed graphical bug for elements moving into acid
140 * changed event handling to handle all pending events before going on
143 * fixed bug which caused all CE change pages to be ignored which had
144 the same change event, but used a different element side
145 (reported by Simon Forsberg)
147 * fixed bug which caused elements that can move and fall and that are
148 transported by a conveyor belt to continue moving into that direction
149 after leaving the conveyor belt, regardless of their own movement
150 type; only elements which can not move are transported now
151 (reported by Simon Forsberg)
153 * fixed bug which could cause an array overflow in RelocatePlayer()
154 (reported by Niko Böhm)
156 * changed Emerald Mine style "passable / over" elements to "protected"
157 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
159 * added new option to select from which side a "walkable/passable"
160 element can be entered
163 * added explosion and ignition delay for elements that can explode
166 * fixed bug which caused player not being protected against enemies
167 when a CE was "walkable / inside" and was not "indestructible"
168 * added "walkable/passable" fields to be "protected/unprotected"
169 against enemies, even if not accessible "inside" but "over/under"
172 * corrected move pattern to 32 bit and initial move direction to 8 bit
175 * added second custom element base configuration page
178 * added some special EMC mappings to Emerald Mine level loader
179 (also covering previously unknown element in level 0 of "Bondmine 8")
182 * added option to block last field when player is moving (for Supaplex)
183 * adjusted push delay of Supaplex elements
184 * removed delays for envelopes etc. when replaying with maximum speed
185 * fixed bug when dropping element on a field that just changed to empty
188 * fixed bug: infotrons can now smash yellow disks
189 * fixed bug: when gravity active, port above player can now be entered
190 * removed "one white dot" mouse pointer which irritated some people
193 * added "choice type" for group element selection
196 * fixed bug with initial invulnerability of non-yellow player
199 * added level loader for loading native Supaplex packed levels
200 (including multi-part levels like the "splvls99" levels)
203 * fixed bug which allowed creating emeralds by escaping explosions
206 * custom elements can change (limited) or leave (unlimited) elements
207 * finally added multiple matches using group elements
208 * added shortcut to dump brush (type ":DB" in editor) for use in forum
211 * added new start movement type "previous" for continued CE movement
212 * added new start movement type "random" for random CE movement start
215 * added new element "sokoban_field_player" needed for Sokoban levels
216 (thanks to Ed Booker for pointing this out!)
219 * added elements that can be digged or left behind by custom elements
222 * added group elements for multiple matches and random element creation
225 * fixed some graphical errors displayed in old levels
228 * fixed wrong double speed movement after passing closing gates
231 * added level loader for loading native Emerald Mine levels
234 * changes for "shooting" style CE movement
237 * Happy New Year! ;-)
240 * changed default snap/drop keys from left/right Shift to Control keys
243 * fixed bug with dead player getting reanimated from custom element
246 * fixed bug with wrong penguin graphics (when entering exit)
249 * fixed bug with wrong "Murphy" graphics (when digging etc.)
252 * version number set to 3.0.9
255 * version 3.0.8 released
258 * added function checked_free()
261 * fixed bug with double nut cracking sound
262 (by eliminating "default element action sound" assignment in init.c)
265 * fixed crash when no music info files are available
268 * fixed boring and sleeping sounds
271 * added "maze runner" and "maze hunter" movement types
272 * added extended collision conditions for custom elements
275 * added warnings for undefined token values in artwork config files
278 * added menu entry for level set information to the info screen
281 * fixed bug with wrong default impact sound for colored emeralds
284 * added several sub-screens for the info screen
285 * menu text now also clickable (not only blue/red sphere left of it)
288 * added configurable "bored" and "sleeping" animations for the player
289 * added "awakening" sound for player when waking up after sleeping
292 * added "copy" and "exchange" functions for custom elements to editor
295 * added configurable element animations for info screen
298 * added configurable music credits for info screen
301 * finally fixed tape recording when player is created from CE change
304 * added "editorsetup.conf" for editor element list configuration
307 * added "musicinfo.conf" for menu and level music configuration
310 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
311 (that only showed up on Linux, but not on Windows systems)
314 * fixed turning movement of butterflies and fireflies (no frame reset)
315 * enhanced sniksnak turning movement (two steps instead of only one)
318 * version number set to 3.0.8
321 * version 3.0.7 released
324 * fixed reset of player animation frame when, for example,
325 walking, digging or collecting share the same animation
326 * fixed CE with "deadly when touching" exploding when touching amoeba
329 * fixed tape recording when player is created from CE element change
332 * introduced "turning..." action graphic for elements with move delay
333 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
334 * added turning animations for bug, spaceship and sniksnak
337 * prevent "extended" changed elements from delay change in same frame
340 * fixed bug when pushing element that can move away to the side
341 (like pushing falling elements, but now with moving elements)
344 * finally fixed serious bug in code for delayed element pushing (again)
347 * unavailable setup options now marked as "n/a" instead of "off"
348 * new boolean directive "latest_engine" for "levelinfo.conf": when set
349 to "true", levels are always played with the latest game engine,
350 which is desired for levels that are imported from other games; all
351 other levels are played with the engine version stored in level file
352 (which is normally the engine version the level was created with)
355 * fixed serious bug in code for delayed element pushing
356 * fixed little bug in animation frame selection for pushed elements
357 * speed-up of reading config file for verbose output
360 * added configuration option for opening and closing Supaplex exit
361 * added configuration option for moving up/down animation for Murphy
362 * fixed incorrectly displayed animation for attacking dragon
363 * fixed bug with not setting initial gravity for each new game
364 * fixed bug with teleportation of player by custom element change
365 * fixed bug with player not getting smashed by rock sometimes
368 * version number set to 3.0.7
371 * version 3.0.6 released
374 * added support for MP3 music for SDL version through SMPEG library
377 * fixed bug when initializing font graphic structure
378 * fixed bug with animation mode "pingpong" when using only 1 frame
379 * fixed bug with extended change target introduced in 3.0.5
380 * fixed bug where passing over moving element doubles player speed
381 * fixed bug with elements continuing to move into push direction
382 * fixed bug with duplicated player when dropping bomb with shield on
383 * added "switching" event for custom elements ("pressing" only once)
384 * fixed switching bug (resetting flag when not switching but not idle)
387 * fixed element tokens for certain file elements with ".active" etc.
390 * version number set to 3.0.6
393 * version 3.0.5 released
396 * now four envelope elements available
397 * font, background, animation and sound for envelope now configurable
398 * main menu doors opening/closing animation type now configurable
401 * active/inactive sides configurable for custom element changes
402 * new movement type "move when pushed" available for custom elements
405 * fixed bug in multiple config pages loader code that caused crashes
408 * enhanced (remaining low-resolution) Supaplex graphics
411 * version number set to 3.0.5
414 * version 3.0.4 released
416 2003-09-12 src/tools.c
417 * fixed bug in custom definition of crumbled element graphics
419 2003-09-11 src/files.c
420 * fixed bug in multiple config pages code that caused crashes
423 * version number set to 3.0.4
426 * version 3.0.3 released
429 * added music to Supaplex classic level set
431 2003-09-07 src/libgame/misc.c
432 * added support for loading various music formats through SDL_mixer
434 2003-09-06 (various source files)
435 * fixed several nasty bugs that may have caused crashes on some systems
436 * added envelope content which gets displayed when collecting envelope
437 * added multiple change event pages for custom elements
439 2003-08-24 src/game.c
440 * fixed problem with player animation when snapping and moving
442 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
443 * fixed problem with flickering when drawing toon animations
445 2003-08-23 src/libgame/sdl.c
446 * fixed problem with setting mouse cursor in SDL version in fullscreen
448 2003-08-23 src/game.c
449 * fixed bug (missing array boundary check) which could crash the game
452 * version number set to 3.0.3
455 * version 3.0.2 released
457 2003-08-21 src/game.c
458 * fixed bug with creating inaccessible elements at player position
460 2003-08-20 src/init.c
461 * fixed bug with not finding current level artwork directory
463 2003-08-20 src/files.c
464 * fixed bug with choosing wrong engine version when playing tapes
465 * fixed bug with messing up custom element properties in 3.0.0 levels
468 * version number set to 3.0.2
471 * version 3.0.1 released
473 2003-08-17 (no source files affected)
474 * changed all "classic" PCX image files with 16 colors or less to
475 256 color (8 bit) storage format, because the Allegro game library
476 cannot handle PCX files with less than 256 colors (contributed
477 graphics are not affected and might look wrong in the DOS version)
479 2003-08-16 src/init.c
480 * fixed bug which (for example) crashed the level editor when defining
481 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
482 (only set to default) -- invalid graphics now set to default graphic
484 2003-08-16 src/init.c
485 * fixed graphical bug of player digging/collecting/snapping element
486 when no corresponding graphic/animation is defined for this action,
487 resulting in player being drawn as EL_EMPTY (which should only be
488 done to elements being collected, but not to the player)
490 2003-08-16 src/game.c
491 * fixed small graphical bug of player not totally moving into exit
493 2003-08-16 src/libgame/setup.c
494 * fixed bug with wrong MS-DOS 8.3 filename conversion
496 2003-08-16 src/tools.c
497 * fixed bug with invisible mouse cursor when pressing ESC while playing
499 2003-08-16 (various source files)
500 * added another 128 custom elements (disabled in editor by default)
502 2003-08-16 src/editor.c
503 * fixed NULL string bug causing Solaris to crash in sprintf()
505 2003-08-16 src/screen.c
506 * fixed drawing over scrollbar on level selection with custom fonts
508 2003-08-15 src/game.c
509 * cleanup of simple sounds / loop sounds / music settings
511 2003-08-08 (various source files)
512 * added custom element property for dropping collected elements
514 2003-08-08 src/conf_gfx.c
515 * fixed bug with missing graphic for active red disk bomb
517 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
518 * extended variable "level.gravity" to "level.initial_gravity" and
519 "game.current_gravity" to prevent level setting from being changed
520 by playing the level (keeping the runtime value after playing)
522 * fixed graphics bug when digging element that has 'crumbled' graphic
523 definition, but not 'diggable' graphic definition
526 * version number set to 3.0.1
529 * version 3.0.0 released
532 * various bug fixes; among others:
533 - fixed bug with pushing spring over empty space
534 - fixed bug with leaving tube while placing dynamite
535 - fixed bug with explosion of smashed penguins
536 - allow Murphy player graphic in levels with non-Supaplex elements
540 * I have forgotten to document changes for some time
543 * pre-release version 2.2.0rc1 released
546 * version number set to 2.1.2
549 * version 2.1.1 released
552 * version number set to 2.1.1
555 * version 2.1.0 released
558 * version number set to 2.1.0
560 2002-04-03 to 2002-05-19 (various source files)
561 * graphics, sounds and music now fully configurable
562 * bug fixed that prevented walking through tubes when gravity on
564 2002-04-02 src/events.c, src/editor.c
565 * Make Escape key less aggressive when playing or when editing level.
566 This can be configured as an option in the setup menu. (Default is
567 "less aggressive" which means "ask user if something can be lost"
568 when pressing the Escape key.)
570 2002-04-02 src/screen.c
571 * Added "graphics setup" screen.
573 2002-04-01 src/screen.c
574 * Changed "choose level" setup screen stuff to be more generic (to
575 make it easier to add more "choose from generic tree" setup screens).
577 2002-04-01 src/config.c, src/timestamp.h
578 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
579 automatically gets created by "src/Makefile" and contains an actual
580 compile-time timestamp to identify development versions of the game).
582 2002-03-31 src/tape.c, src/events.c
583 * Added quick game/tape save/load functions to tape stuff which can be
584 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
585 loads previously recorded tape and directly goes into recording mode
586 from the end of the tape (therefore appending to the tape).
588 2002-03-31 src/tape.c
589 * Added "index mark" function to tape recorder. When playing or
590 recording, "eject" button changes to "index" button. Setting index
591 mark is not yet implemented, but pressing index button when playing
592 allows very quick advancing to end of tape (when normal playing),
593 very fast forward mode (when playing with normal fast forward) or
594 very fast reaching of "pause before end of tape" (when playing with
595 "pause before end" playing mode).
597 2002-03-30 src/cartoons.c
598 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
600 2002-03-29 src/screen.c
601 * Changed setup screen stuff to be more generic (to make it easier
602 to add more setup screens).
604 2002-03-23 src/main.c, src/main.h
605 * Various changes due to the introduction of the new libgame files
606 "setup.c" and "joystick.c".
608 2002-03-23 src/files.c
609 * Generic parts of "src/files.c" (mainly setup and level directory
610 stuff) moved to new libgame file "src/libgame/setup.c".
612 2002-03-23 src/joystick.c
613 * File "src/joystick.c" moved to libgame source tree, with
614 correspondig changes.
616 2002-03-22 src/screens.c
617 * "HandleChooseLevel()": Another bug in level series navigation fixed.
618 (Wrong level series information displayed when entering main group.)
620 2002-03-22 src/editor.c
621 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
623 2002-03-22 src/editor.c
624 * Changed behaviour of "Escape" key in level editor to be more
625 intuitive: When in "Element Properties" or "Level Info" mode,
626 return to "Drawing Mode" instead of leaving the level editor.
628 2002-03-21 src/game.c, src/editor.c, src/files.c
629 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
630 gems (emeralds, diamonds, ...) slipping down from normal wall,
631 steel wall and growing wall (as in E.M.C. style levels). Although
632 the behaviour of contributed and private levels wasn't changed (due
633 to the use of "level.game_version"; see previous entry), editing
634 those levels will (of course) change the behaviour accordingly.
636 This change seems a bit too hard after thinking about it, because
637 the EM style behaviour is not the "expected" behaviour (gems would
638 normally only slip down from "rounded" walls). Therefore this was
639 now changed to an element property for gem style elements, with the
640 default setting "off" (which means: no special EM style behaviour).
641 To fix older converted levels, this flag is set to "on" for pre-2.0
642 levels that are neither contributed nor private levels.
644 2002-03-20 src/files.h
645 * Corrected settings for "level.game_version" depending of level type.
646 (Contributed and private levels always get played with game engine
647 version they were created with, while converted levels always get
648 played with the most recent version of the game engine, to let new
649 corrections of the emulation behaviour take effect.)
651 2002-03-20 src/main.h
652 * Added "#include <time.h>". This seems to be needed by "tape.c" for
653 compiling the SDL version on some systems.
654 Thanks to the several people who pointed this out.
657 * Version number set to 2.0.2.
660 * Version 2.0.1 released.
662 2002-03-18 src/screens.c
663 * "HandleChooseLevel()": Small bug in level series navigation fixed.
665 2002-03-18 src/files.c [src/libgame/misc.c]
666 * Moved some common functions from src/files.c to src/libgame/misc.c.
668 2002-03-18 src/files.c [src/libgame/misc.c]
669 * Changed permissions for new directories and saved files (especially
670 score files) according to suggestions of Debian users and mantainers.
671 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
673 2002-03-17 src/files.c
674 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
675 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
676 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
677 for levels and "TAPE" for tapes). Old "cookie" style format is
678 still supported for reading. New level and tape files are written
681 * New IFF chunk "VERS" contains version numbers for file and game
682 (where "game version" is the version of the program that wrote the
683 file, and "file version" is a version number to distinguish files
684 with different format, for example after adding new features).
686 2002-03-15 src/screen.c
687 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
688 (Before, you heard a mixture of the in-game music and the
691 2002-03-14 src/events.c
692 * Function "DumpTape()" (files.c) now available by pressing 't' from
693 main menu (when in DEBUG mode).
695 2002-03-14 src/game.c
696 * "GameWon()": When game was won playing a tape, now there is no delay
697 raising the score and no corresponding sound is played.
699 2002-03-14 src/files.c
700 * Changed "LoadTape()" for real chunk support and also adjusted
701 "SaveTape()" accordingly.
703 2002-03-14 src/game.c, src/tape.c, src/files.c
704 * Important changes to tape format: The old tape format stored all
705 actions with a real effect with a corresponding delay between the
706 stored actions. This had some major disadvantages (for example,
707 push delays had to be ignored, pressing a button for some seconds
708 mutated to several single button presses because of the non-action
709 delays between two action frames etc.). The new tape format just
710 stupidly records all device actions and replays them later. I really
711 don't know why I haven't solved it that way before?! Old-style tapes
712 (with tape file version less than 2.0) get converted to the new
713 format on-the-fly when loading and can therefore still be played;
714 only some minor parts of the old-style tape handling code was needed.
715 (A perfect conversion is not possible, because there is information
716 missing about the device actions between two action frames.)
718 2002-03-14 src/files.c
719 * New function "DumpTape()" to dump the contents of the current tape
720 in a human readable format.
722 2002-03-14 src/game.c
723 * Small tape bug fixed: When automatically advancing to next level
724 after a game was won, the tape from the previous level still was
725 loaded as a tape for the new level.
727 2002-03-14 src/tape.c
728 * Small graphical bug fixed: When pressing ""Record" or "Play" on
729 tape, cartoons did not get completely removed because
730 StopAnimation() was not called.
732 2002-03-13 src/files.c
733 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
734 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
735 size even when using 16-bit elements). Added new chunk "CNT2" for
736 16-bit amoeba content (previously written in 8-bit field in "HEAD"
737 chunk even when content was 16-bit element). "CNT2" should now be
738 able to store content for arbitrary elements (up to eight blocks of
739 3 x 3 element arrays). All "CNT2" elements will always be stored as
740 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
742 2002-03-13 src/files.c
743 * Changed "LoadLevel()" for real chunk support.
745 2002-03-12 src/game.c
746 * Fixed problem (introduced after 2.0.0 release) with penguins
747 not getting killed by enemies
749 2002-02-24 src/game.c, src/main.h
750 * Added "player->is_moving"; now "player->last_move_dir" does
751 not contain any information if the player is just moving at
753 Before, "player->last_move_dir" was misused for this purpose
754 for the robot stuff (robots don't kill players when they are
755 moving). But setting "player->last_move_dir" to MV_NO_MOVING
756 broke tapes when walking through pipes!
757 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
758 in a continuous movement. This fact is ignored for friends and