2 * added option "system.sdl_videodriver" to select SDL video driver
3 * added output of SDL video and audio driver to "version info" page
6 * added group element drawing to IntelliDraw drawing functions
7 * fixed animation resetting problem again (last try broke Snake Bite)
8 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
11 * added new (special) "include: <filename>" directive that works in all
12 configuration files (like "graphicsinfo.conf") and that has the same
13 effect as if that directive would be replaced with the content of the
14 specified file (this can be useful to split large configuration files
15 into several smaller ones and include them from one main file, or to
16 store configuration settings that always stay the same into a separate
17 file, while including it and only add those parts that really change)
20 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
23 * fixed bug in "InitMovingField()" where treating an integer array as
24 boolean caused wrong resetting of animations while elements are moving
25 * fixed problem with resetting animations when starting element change
28 * added sort priority for order of title screens and title messages
31 * changed end of game again: do not wait for the user to press a key
32 anymore, but directly ask/confirm tape saving and go to hall of fame
33 * re-enabled quitting of lost game by pressing space or return again
34 * added blanking of mouse pointer when displaying title screens
35 * added remaining menu draw offset definitions for info sub-screens
38 * added setup option to select game speed (from very slow to very fast)
39 * improved handling of title text messages (initial and for level set)
42 * added new options "auto-wrap" and "centered" for DC2 style envelopes
45 * fixed displaying and typing of player name when it is centered
46 * added special characters to be allowed for player name (not only A-Z)
49 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
50 (newer versions of the SDL library seem to not like this anymore)
53 * added code for configuration directives for control of game panel
56 * fixed small cosmetical bug with underlining property tabs in editor
59 * fixed small drawing bug in X11FadeRectangle
60 * added new elements for newly supported Diamond Caves II levels:
61 - EM/DC style exits that disappear after passing
62 - white key and gate (one white key needed for each white gate)
63 - fake gate (there is no key to open/pass this kind of gate!)
64 - extended magic wall which also handles pearls and crystals
68 * changed maximum value for endless loop detection to a higher value
69 (some levels really used very deep recursion without being endless)
72 * added new elements for newly supported Diamond Caves II levels:
77 * added new elements for newly supported Diamond Caves II levels:
81 * added level file loader for native Diamond Caves II levels
84 * version number set to 3.2.4
87 * version 3.2.3 released
90 * fixed malloc/free bug when updating EMC artwork entries in level list
91 * added workaround (warning and request to quit the current game) when
92 changing elements cause endless recursion loop (which would otherwise
93 freeze the game, causing a crash-like program exit on some systems)
96 * fixed nasty string overflow bug when entering too long envelope text
99 * added feedback sounds for menu navigation "menu.item.activating" and
100 "menu.item.selecting" (for highlighting and executing menu entries)
103 * improved "no scrolling when relocating" to also consider scroll delay
104 (meaning that the player is not automatically centered in this case;
105 this makes it possible to "invisibly" relocate the player to a region
106 of the level playfield which looks the same as the old level region)
107 * fixed bug with not recognizing "main.input.name.align" when active
110 * fixed bug with displaying masked borders over title screens when
111 screen fading is disabled
114 * fixed infinite loop / crash bug when killing the player while having
115 a CE with the setting "kill player X when explosion of <player X>"
116 * added special editor graphic for "char_space" to distinguish it from
117 "empty_space" when editing a level (in-game graphics still the same)
120 * fixed nasty bug with initialization only done for the first player
123 * small change to handle loading empty element/content list micro chunks
126 * uploaded pre-release (test) version 3.2.3-0 binary and source code
129 * some optimizations on startup speed by reducing initial text output
132 * added caching of custom artwork information for faster startup times
135 * fixed graphical bug when using fewer menu entries on level selection
136 screen than usual (with "menu.list_size.LEVELS" directive)
137 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
138 the backbuffer to the backbuffer by error (with identical rectangle)
141 * fixed bug when displaying titlescreen with size less than element tile
142 * fixed bug that caused elements with "change when digging <e>" event
143 to change for _every_ digged element, not only those specified in <e>
144 * fixed bug that caused impact style collision when dropping element one
145 tile over the player that can both fall down and smash players
146 * fixed bug that caused impact style collision when element changed to
147 falling/smashing element over the player immediately after movement
150 * fixed bug that allowed making engine snapshots from the level editor
153 * fixed bugs with player name and current level positions on main screen
156 * added configuration directives for control of title screens:
157 - "title.fade_delay" for fading time
158 - "title.post_delay" for pause between screens (when not crossfading)
159 - "title.auto_delay" to automatically continue after some time
160 these settings can each be overridden by specifying them with titles:
161 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
162 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
163 fading mode can also be specified:
164 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
165 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
166 default is using normal fading for menues and initial title screens,
167 while using cross-fading for level set title screens
168 * fixed bug with background not drawn in Hall of Fame after game was won
171 * added configuration directives for the remaining main menu items
174 * added additional configuration directives for info screen draw offset:
175 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
176 * added additional configuration directives for preview info text
177 * limited mouse wheel sensitive screen area to scrollable screen area
180 * added highlighted menu text entries to menu navigation when selected
183 * fixed bug that prevented player from correctly being created in the
184 top left corner by a custom element change in a level without player
185 * fixed bug that prevented player from being killed when indestructible,
186 non-walkable element is placed on player position by extended change
187 * added configurable menu button, text and input positions to main menu
190 * added page fading effects for remaining info sub-screens
191 * fixed small bug that caused some delays when answering door request
194 * added directives "border.draw_masked.*" for menu/playfield area and
195 door areas to display overlapping/masked borders from "global.border"
198 * fixed bug with CE with move speed "not moving" not being animated
199 * when changing player artwork by CE action, reset animation frame
202 * fixed bug with not unmapping main menu screen gadgets on other screens
203 * fixed bug with un-pausing a paused game by releasing still pressed key
204 * fixed bug with not redrawing screen when toggling to/from fullscreen
205 mode while fast reloading tape (without redrawing playfield contents)
206 * fixed bug with quick-saving tape snapshot despite answering with "no"
209 * version number set to 3.2.3
212 * version 3.2.2 released
215 * fixed bug with redrawing screen in fullscreen mode after quick tape
216 reloading when using the EMC game engine
217 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
220 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
223 * added engine snapshot functionality for instant tape reloading (this
224 only works for the last tape saved using "quick save", and does not
225 work across program restarts, because it completely works in memory)
228 * version number set to 3.2.2
231 * version 3.2.1 released
234 * fixed nasty bugs with handling error message file on Mac OS X systems
237 * general code cleanup (removing many annoying "#if 0" blocks etc.)
240 * fixed bug that caused broken tapes when manually appending to tapes
241 using the "pause before death" functionality, followed by recording
242 * added setup option to disable fading of screens for faster testing
245 * code cleanup of new fading functions
248 * changed behaviour after solved game -- do not immediately stop engine
249 * added some more smooth screen fadings (game start, hall of fame etc.)
252 * fixed bug with displaying pushed CE with value/score/delay anim_mode
255 * added configurable level preview position, tile size and dimensions
256 * added configurable game panel value positions (gems, time, score etc.)
259 * fixed small bug with time displayed incorrectly when collecting CEs
262 * fixed bug with bumpy scrolling with EM engine in double player mode
265 * added compatibility code to fix "Snake Bite" style levels that were
266 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
269 * fixed bug with scrollbars inside editor when using the Windows mouse
270 enhancement tool "True X-Mouse" (which injects key events to the event
271 queue to insert selected stuff into the Windows clipboard, which gets
272 confused with the "Insert" key for jumping to the last editor cascade
273 block in the element list)
274 * added Rocks'n'Diamonds icon for use as window icon to SDL version
275 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
278 * added selection of preferred fullscreen mode to setup / graphics menu
279 (useful if default mode 800 x 600 does not match screen aspect ratio)
282 * improved down-scaling of images for better editor and preview graphics
283 * changed user data directory for Mac OS X from Unix style to new place
286 * improved level number selection in main menu and player selection in
287 setup menu (input devices section) by using standard button gadgets
288 * added support for mouse scroll wheel (caused buggy behaviour before)
289 * added support for scrolling horizontal scrollbars with mouse wheel by
290 holding "Shift" key pressed while scrolling the wheel
291 * added support for single step mouse wheel scrolling by holding "Alt"
292 key pressed while scrolling the wheel (can be combined with "Shift")
293 * changed output file "stderr.txt" on Windows platform now always to be
294 created in the R'n'D sub-directory of the personal documents directory
295 * added Windows message box to direct to "stderr.txt" after error aborts
298 * improved general scrollbar handling (when jump-scrolling scrollbars)
301 * changed scrollbars to always show last line as first after scrolling
302 (that means jumping n - 1 screen lines instead of n screen lines)
305 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
306 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
307 * fixed special handling of vertically stacked acid becoming fake acid
310 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
311 affect multiple instances of the same CE, although this kind of
312 change condition usually only affects one single custom element
315 * version number set to 3.2.1
318 * version 3.2.0 released
321 * reorganized level editor element list a bit to match engines better
324 * fixed newly introduced bug with wrongly initializing clipboard element
327 * fixed bug with displaying visible/invisible level border in editor
330 * reorganized some elements in the level editor element list
333 * fixed bug with displaying any player as "yellow" when moving into acid
334 * fixed bug with displaying running player when player stopped at border
337 * fixed bug with player exploding when moving into acid
338 * fixed bug with level settings being reset in editor and when playing
339 (some compatibility settings being set not only after level loading)
340 * fixed crash bug when number of custom graphic frames was set to zero
341 * fixed bug with teleporting player on walkable tile not working anymore
342 * added partial compatibility support for pre-release-only "CONF" chunk
343 (to make Alan Bond's "color cycle" demo work again :-) )
346 * fixed some bugs when displaying title screens from info screen menu
347 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
350 * changed file major version to 3 to reflect level file format changes
351 * uploaded pre-release (test) version 3.2.0-8 binary and source code
354 * added new chunk "NAME" to level file format for level name settings
355 * added new chunk "NOTE" to level file format for envelope settings
356 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
357 * updated magic(5) file to recognize changed and new level file chunks
358 * removed change events "change when CE value/score changes" as unneeded
361 * changed gravity (which only affects the player) from level property
362 to player property (only makes a difference in multi-player levels)
363 * added change events "change when CE value/score changes"
364 * added change events "change when CE value/score changes of <element>"
367 * added new chunk "INFO" to level file format for global level settings
368 * added all element settings from "HEAD" chunk to "CONF" chunk
369 * added all global level settings from "HEAD" chunk to "INFO" chunk
372 * changed level file format by adding two new chunks "CUSX" (for custom
373 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
374 elements, replacing the previous "GRP1" chunk); these new IFF style
375 chunks use the new and flexible "micro chunks inside chunks" technique
376 already used with the new "CONF" chunk (for normal element properties)
377 which makes it possible to easily extend the existing level format
378 (instead of using fixed-length chunks like before, which are either
379 too big due to reserved bytes for future use, or too small when those
380 reserved bytes have all been used and even more data should be stored,
381 requiring the replacement by new and larger chunks just like it went
382 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
385 * added credits pages to the "credits" section that were really missing
386 * added some missing element descriptions to the level editor
387 * added down position of switchgate switch to the level editor
388 and allowed the use of both switch positions at the same time
389 * changed use of "Insert" and "Delete" keys to navigate element list in
390 level editor to start of previous or next cascading block of elements
393 * added the possibility to view the title screen to the info screen menu
394 * fixed some minor bugs with viewing title screens
397 * fixed bug with title (cross)fading in/out when using fullscreen mode
400 * fixed bug that forced re-defining of menu settings in local graphics
401 config file which are already defined in existing base config file
402 * fixed small bug that caused door sounds playing when music is enabled
405 * added the possibility to define up to five title screens for each
406 level set that are displayed after loading using (cross)fading in/out
407 (this was added to display the various start images of the EMC sets)
410 * added "CE score gets zero [of]" to custom element trigger conditions
411 * added setup option to display element token name in level editor
414 * added compatibility code for Juergen Bonhagen's menu artwork settings
417 * fixed bug with displaying wrong animation frame 0 after CE changes
418 * fixed bug with creating invisible elements when light switch is on
421 * added selection between ECS and AGA graphics for EMC levels to setup
424 * adjusted font handling for various narrow EMC style fonts
427 * changed EM engine behaviour back to re-allow initial rolling springs
430 * fixed handling of over-large selectboxes (less error-prone now)
431 * fixed bug when creating GE with walkable element under the player
434 * added use of "Insert" and "Delete" keys to navigate element list in
435 level editor to start of custom elements or start of group elements
436 * added virtual elements to access CE value and CE score of elements:
437 - "CE value of triggering element"
438 - "CE score of triggering element"
439 - "CE value of current element"
440 - "CE score of current element"
443 * fixed "grass" to "sand" in older EM levels (up to file version V4)
446 * changed behaviour of network games with internal errors (because of
447 different client frame counters) from immediately terminating R'n'D
448 to displaying an error message requester and stopping only the game
449 (also to prevent impression of crashes under non command-line runs)
450 * fixed playing network games with the EMC engine (did not work before)
451 * fixed bug with not scrolling the screen in multi-player mode with the
452 focus on player 1 when all players are moving in different directions
453 * fixed bug with keeping pointer to gadget even after its deallocation
454 * fixed bug with allowing "focus on all players" in network games
455 * fixed bug with player focus when playing tapes from network games
458 * uploaded pre-release (test) version 3.2.0-7 binary and source code
461 * code cleanup for game action control for R'n'D and EMC game engine
464 * fixed bug in multi-player movement with focus on both players
465 * added option to control only the focussed player with all input
468 * added player focus switching to level tape recording and re-playing
471 * fixed some bugs in player focus switching in EMC and RND game engine
474 * added special Supaplex animations for Murphy digging and snapping
475 * added special Supaplex animations for Murphy being bored and sleeping
478 * added four new yam yams with explicit start direction for EMC engine
479 * fixed bug in src/libgame/text.c with printing text outside the window
482 * fixed small bug in EMC level loader (copyright sign in EM II levels)
485 * added delayed ignition of EM style dynamite when used in R'n'D engine
486 * added limited movement range to EMC engine when focus on all players
489 * fixed bug with missing (zero) score values for native Supaplex levels
492 * added "continuous snapping" (snapping many elements while holding the
493 snap key pressed, without releasing the snap key after each element)
494 as a new player setting for more compatibility with the classic games
497 * finished scrolling for "focus on all players" in EMC graphics engine
500 * level sets with "levels: 0" are ignored for levels, but not artwork
501 * fixed bug when scanning empty level group directories (endless loop)
504 * fixed bug with explosion graphic for player using "Murphy" graphic
505 * fixed bug with explosion graphic if player leaves explosion in time
506 * changed some descriptive text in setup menu to use medium-width font
507 * added key shortcut settings for switching player focus to setup menu
510 * fixed bug with random value initialization when recording tapes
511 * fixed bug with playing single player tapes when team mode activated
514 * fixed little bug when trying to switch to player that does not exist
517 * added player switching (visual and quick) to R'n'D and EM game engine
518 * added setup option to select visual or quick in-game player switching
521 * added use of "Home" and "End" keys to handle element list in editor
524 * fixed bug with adding score when playing tape with EMC game engine
525 * added steel wall border for levels using EMC engine without border
526 * finally fixed delayed scrolling in EMC engine also for small levels
529 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
532 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
533 * fixed bug when displaying info element without action, but direction
536 * fixed minor graphical problems with springs smashing and slurping
537 (when using R'n'D style graphics instead of EMC style graphics)
540 * added scroll delay (as configured in setup) to EMC graphics engine
543 * improved screen redraw for EMC graphics engine (faster and smoother)
544 * when not scrolling, do not redraw the whole playfield if not needed
547 * added multi-player mode for EMC game engine (with up to four players)
550 * added android (can clone elements) from EMC engine to R'n'D engine
553 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
556 * added selectbox for initial player speed to player settings in editor
559 * version 3.1.2 created that is basically version 3.1.1, but with a
560 major bug fixed that prevented editing your own private levels
561 * version 3.1.2 released
564 * added magic ball (creates elements) from EMC engine to R'n'D engine
567 * uploaded fixed pre-release version 3.2.0-6 binary and source code
570 * fixed bug when using "CE can leave behind <trigger element>"
571 * added new change condition "(after/when) creation of <element>"
572 * added new change condition "(after/when) digging <element>"
573 * fixed bug accessing invalid gadget that caused crashes under Windows
574 * deactivated new possibility for multiple CE changes per frame
577 * uploaded pre-release (test) version 3.2.0-6 binary and source code
580 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
581 * fixed bug with not keeping CE value for moving CEs with only action
582 * changed CE action selectboxes in editor to be only reset when needed
585 * added option "use artwork from element" for custom player artwork
586 * added option "use explosion from element" for player explosions
589 * added cascaded element lists in the level editor
590 * added persistence for cascaded element lists by "editorcascade.conf"
591 * added dynamic element list with all elements used in current level
592 * added possibility for multiple CE changes per frame (experimental)
595 * uploaded pre-release (test) version 3.2.0-5 binary and source code
598 * changed "score for each 10 seconds/steps left" to "1 second/step"
599 * added own score for collecting "extra time" instead of sharing it
600 * added change events "switched by player" and "player switches <e>"
601 * added change events "snapped by player" and "player snaps <e>"
602 * added "set player artwork: <element choice>" to CE action options
603 * added change event "move of <element>"
606 * added "set player shield: off / normal / deadly" to CE action options
607 * added new player option "use level start element" in level editor
608 to set the correct focus at level start to elements from which the
609 player is created later (this did not work before for cascaded CE
610 changes resulting in creation of the player; it is now also possible
611 to create the player from a yam yam which is smashed at level start)
614 * added "set player speed: frozen (not moving)" to CE action options
615 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
618 * added new player option "block snap field" (enabled by default) to
619 make it possible to show a snapping animation like in Emerald Mine
622 * added dynamic selectboxes to custom element action settings in editor
623 * added "CE value" counter for custom elements (instead of "CE count")
624 * added option to use the last "CE value" after custom element change
625 * added option to use the "CE value" of other elements in CE actions
626 * fixed odd behaviour when pressing time orb in levels w/o time limit
627 * added checkbox "use time orb bug" for older levels that use this bug
630 * added missing configuration settings for the following elements:
631 - EL_TIMEGATE_SWITCH (time of open time gate)
632 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
633 - EL_SHIELD_NORMAL (time of shield duration)
634 - EL_SHIELD_DEADLY (time of shield duration)
635 - EL_EXTRA_TIME (time added to level time)
636 - EL_TIME_ORB_FULL (time added to level time)
639 * added "wind direction" as a movement pattern for custom elements
640 * added initial wind direction for balloon / custom elements to editor
641 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
644 * added parameters for "game of life" and "biomaze" elements to editor
647 * added level file chunk "CONF" for generic level and element settings
650 * uploaded pre-release (test) version 3.2.0-4 binary and source code
653 * skip empty level sets (with "levels: 0"; may be artwork base sets)
654 * added sound action ".page[1]" to ".page[32]" for each CE change page
657 * added image config suffix ".clone_from" to copy whole image settings
658 * fixed bug with invalid ("undefined") CE settings in old level files
661 * fixed graphical bug with smashing elements falling faster than player
664 * fixed major bug which prevented private levels from being edited
665 * fixed bug with precedence of general and special font definitions
668 * fixed graphical bug with player animation when player moves slowly
671 * uploaded pre-release (test) version 3.2.0-3 binary and source code
674 * fixed bug which prevented "global.num_toons: 0" from working
677 * major code cleanup (removed all these annoying "#if 0" blocks)
680 * added custom element actions for CE change page in level editor
683 * fixed music initialization bug in init.c (thanks to David Binderman)
684 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
685 (this bug must probably be fixed at other places, too)
688 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
689 (should be '#include <SDL.h>' instead)
692 * fixed bug which prevented "walkable from no direction" from working
693 (due to compatibility code overwriting this setting after loading)
696 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
699 * version number temporarily set to 3.1.1 (intermediate bugfix release)
700 * version 3.1.1 released
703 * changed some va_arg() arguments from 'long' to 'int', fixing problems
704 on 64-bit architecture systems with LP64 data model
707 * fixed bug with bombs not exploding when hitting the last level line
708 (introduced after the release of 3.1.0)
711 * added support for dumping small-sized level sketches from editor
714 * added recognition of "trigger element" for "change digged element to"
715 (this is not really what the "trigger element" was made for, but its
716 use may seem obvious for leaving back digged elements unchanged)
719 * fixed multiple warnings about failed joystick device initialization
722 * fixed bug with dynamite dropped on top of just dropped custom element
723 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
724 dynamite can still be dropped, but drop key must be released before
727 * fixed bug with wrong start directory when started from file browser
728 (due to this bug, R'n'D could not be started from KDE's Konqueror)
731 * fixed bug causing "change when impact" on player not working
732 * fixed wrong priority of "hitting something" over "hitting <element>"
733 * fixed wrong priority of "hit by something" over "hit by <element>"
736 * fixed graphical bug which caused the player (being Murphy) to show
737 collecting animations although the element was collected by penguin
740 * fixed two bugs causing wrong door background graphics in system.c
741 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
744 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
745 * added "no direction" to "walkable/passable from" selectbox options
748 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
749 * in tape autoplay, not only report broken, but also missing tapes
752 * uploaded pre-release (test) version 3.2.0-2 binary and source code
755 * fixed small bug with "linear" animation not working for active lamp
758 * fixed bug with moving up despite gravity due to "block last field"
759 * fixed small bug with wrong draw offset when typing name in main menu
760 * when reading user names from "passwd", ignore data after first comma
761 * when creating new "levelinfo.conf", only write some selected entries
764 * fixed displaying "imported from/by" on preview with empty string
765 * fixed ignoring draw offset for fonts used for level preview texts
768 * fixed a delay problem with SDL and too many mouse motion events
769 * added setup option "skip levels" and level skipping functionality
772 * added move speed "not moving" for non-moving CEs, but with direction
775 * fixed mapping of obsolete element token names in "editorsetup.conf"
776 * fixed bug with sound "acid.splashing" treated as a loop sound
777 * fixed some little sound bugs in native EM engine
780 * fixed small bug when dragging scrollbars to end positions
783 * added editor element descriptions written by Aaron Davidson
786 * improved fallback handling when configured artwork is not available
787 (now using default artwork instead of exiting when files not found)
790 * fixed bug on level selection screen when dragging scrollbar
793 * fixed bug which caused broken tapes when appending to EM engine tapes
796 * uploaded pre-release (test) version 3.2.0-1 binary and source code
799 * added code to replace changed artwork config tokens with other tokens
800 (needed for backwards compatibility, so that older tokens still work)
803 * added native R'n'D graphics for some new EMC elements in EM engine
806 * fixed some bugs in the EM engine integration code
807 * changed EM engine code to allow diagonal movement
808 * changed EM engine code to allow use of separate snap and drop keys
811 * fixed some redraw bugs when using EM engine
814 * fixed bug with not converting RND levels which are set to use native
815 engine to native level structure when loading
818 * uploaded pre-release (test) version 3.2.0-0 binary and source code
821 * version number set to 3.2.0
824 * level data now reset to defaults after attempt to load invalid file
827 * added use of "editorsetup.conf" for different level sets
830 * added auto-detection for various types of Emerald Mine level files
833 * fixed bug with scrollbars getting too small when list is very large
836 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
839 * added most level editor configuration gadgets for new EMC elements
842 * added more element and graphic definitions for new EMC elements
845 * modified native EM engine to use integrated R'n'D sound system
848 * added SDL support to graphics functions in native EM engine
849 (by always using generic libgame interface functions)
852 * fixed bug in frame synchronization in native EM engine
855 * added code to convert levels between R'n'D and native EM engine
858 * new Emerald Mine engine can now play levels selected in main menu
861 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
862 (which creates scaled down graphics for level editor and preview);
863 there's still a memory leak somewhere in the artwork handling code
864 * added "scale image up" functionality to X11 version of zoom function
867 * first attempts to integrate new, native Emerald Mine Club engine
870 * fixed bug in gadget code which caused reset of CEs in level editor
871 (example: pressing 'b' [grab brush] on CE config page erased values)
872 (solution: check if gadgets in ClickOnGadget() are really mapped)
873 * improved level change detection in editor (settings now also checked)
874 * fixed bug with "can move into acid" and "don't collide with" state
877 * fixed maze runner style CEs to use the configured move delay value
880 * added Aaron Davidson's tutorial level set to the "Tutorials" section
883 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
884 * fixed the above fix because it broke level set "machine" (*sigh*)
885 * fixed random element placement in level editor to work as expected
886 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
889 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
892 * fixed bug (missing array boundary check) which caused broken tapes
893 * fixed bug (when loading level template) which caused broken levels
894 * fixed bug with new block last field code when using non-yellow player
897 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
898 * internal change of how the player blocks the last field when moving
899 * fixed blocking delay of last field for EM and SP style block delay
900 * fixed bug where the player had to wait for the usual move delay after
901 unsuccessfully trying to move, when he directly could move after that
902 * the last two changes should make original Supaplex level 93 solvable
903 * improved use of random number generator to make it less predictable
904 * fixed behaviour of slippery SP elements to let slip left, then right
907 * fixed bug with wrong door state after trying to quickload empty tape
908 * fixed waste of static memory usage of the binary, making it smaller
909 * fixed very little graphical bug in Supaplex explosion
912 * version number set to 3.1.1
915 * version 3.1.0 released
918 * fixed bug with crash when writing user levelinfo.conf the first time
921 * added option "convert LEVELDIR [NR]" to command line batch commands
922 * re-converted Supaplex levels to apply latest engine fixes
923 * changed "use graphic/sound of element" to "use graphic of element"
924 due to compatibility problems with some levels ("bug machine" etc.)
927 * fixed bug with CE change replacing player with same or other player
930 * fixed bug with opaque font in envelope with background graphic when
931 background graphic is not transparent itself
934 * added "gravity on" and "gravity off" ports for Supaplex compatibility
935 * corrected original Supaplex level loading code to use these new ports
936 * also corrected Supaplex loader to auto-count infotrons if set to zero
939 * fixed bug with missing initialization of "modified" flag for GEs
942 * fixed bug that caused endless recursion loop when relocating player
943 * fixed tape recorder bug in "step mode" when using "pause before end"
944 * fixed tape recorder bug when changing from "warp forward" mode
947 * fixed bug with "when touching" for pushed elements at last position
950 * fixed bug that caused two activated toolbox buttons in level editor
951 * fixed bug with exploding dynabomb under player due to other explosion
954 * fixed bug with creating walkable custom element under player (again)
955 * fixed bug with not copying explosion type when copying CEs in editor
956 * fixed graphical bug when drawing player in setup menu (input devices)
957 * fixed graphical bug when the player is pushing an accessible element
958 * fixed bug with classic switchable elements triggering CE changes
959 * fixed bug with entering/leaving walkable element in RelocatePlayer()
960 * fixed crash bug when CE leaves behind the trigger player element
963 * fixed bug with broken tubes after placing/exploding dynamite in them
964 * fixed bug with exploding dynamite under player due to other explosion
965 * fixed bug with not resetting push delay under certain circumstances
968 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
969 * added network multiplayer code for Windows (thanks to Niko Böhm)
972 * added option "reachable despite gravity" for gravity movement
973 * changed gravity movement of most classic walkable and passable
974 elements back to "not reachable" (for compatibility reasons)
977 * fixed (removed) "indestructible" / "can explode" dependency in editor
978 * fixed (removed) "accessible inside" / "protected" dependency
979 * fixed (removed) "step mode" / "shield time" dependency
982 * fixed dynabombs exploding now into anything diggable
983 * fixed Supaplex style gravity movement into buggy base now impossible
984 * added pressing key "space" as valid action to select menu options
987 * added "replace when walkable" to relocate player to walkable element
988 * added "enter"/"leave" event for elements affected by relocation
989 * fixed "direct"/"indirect" change order also for "when change" event
990 * fixed graphical bug when pushing things from elements walkable inside
993 * fixed graphic bug when player is snapping while moving in old levels
994 * fixed bug when a moving custom element leaves a player element behind
995 * fixed bug with mole not disappearing when moving into acid pool
996 * fixed bug with incomplete path setting when using "--basepath" option
997 * moving CE can now leave walkable elements behind under the player
998 * when relocating, player can be set on walkable element now
999 * fixed another gravity movement bug
1002 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1005 * added "collectible" and "removable" to extended replacement types
1006 (where "removable" replaces "diggable" and "collectible" elements)
1007 * added "collectible & throwable" (to throw element to the next field)
1008 * fixed bug with CEs digging elements that are just about to explode
1009 * changed mouse cursor now always being visible when game is paused
1012 * added possibility to push/press accessible elements from a side that
1014 * fixed bug with not setting actual date when appending to tape
1017 * fixed bug with incorrectly initialized custom element editor graphics
1020 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1021 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1024 * fixed bug with destroyed robot wheel still attracting robots forever
1025 * fixed bug with time gate switch deactivating after robot wheel time
1026 (while the time gate itself is not affected by this misbehaviour)
1027 * changed behaviour of BD style amoeba to always get blocked by player
1028 (before it was different when there were non-BD elements in level)
1029 * fixed bug with player destroying indestructable elements with shield
1032 * added option to make growing elements grow into anything diggable
1033 (for the various amoeba types, biomaze and "game of life")
1036 * fixed bug with movable elements not moving after left behind by CEs
1037 * changed gravity movement to anything diggable, not only sand/base
1038 * optionally allowing passing to walkable element, not only empty space
1039 * added option "can pass to walkable element" for players
1040 * finally fixed gravity movement (hopefully)
1043 * fixed bug with movable elements not moving anymore after falling down
1046 * fixed another bug with custom elements digging and leaving elements
1047 * fixed bug with "along left/right side" and automatic start direction
1048 * trigger elements now also displayed when "more custom" deactivated
1049 * fixed bug with clipboard element initialized when loading new level
1050 * added option "drop delay" to set delay before dropping next element
1053 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1056 * added copy and paste functions for custom change pages
1057 * enhanced graphical display and functionality of tape recorder
1058 * fixed bug with custom elements digging and leaving elements
1061 * added move speed faster than "very fast" for custom elements
1062 * fixed bug with 3+3 style explosions and missing border content
1063 * fixed little bug when copying custom elements in the editor
1064 * enhanced custom element changes by more side trigger actions
1067 * added option "no scrolling when relocating" for instant teleporting
1068 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1071 * added trigger element and trigger player to use as target elements
1072 * added copy and paste functions for custom and group elements
1075 * fixed graphical bug when displaying explosion animations
1076 * fixed bug when appending to tapes, resulting in broken tapes
1077 * re-recorded a few tapes broken by fixing gravity checking bug
1080 * "can move into acid" property now for all elements independently
1081 * "can fall into acid" property for player stored in same bitfield now
1082 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1083 * version number set to 3.1.0 (finally!)
1086 * changed tape recording to only record input, not programmed actions
1089 * fixed totally broken (every 8th frame skipped) step-by-step recording
1090 * fixed bug with requester not displayed when quick-loading interrupted
1091 * added option "can fall into acid (with gravity)" for players
1092 * fixed bug with player not falling when snapping down with gravity
1095 * fixed bug which messed up key config when using keypad number keys
1098 * fixed bug which allowed moving upwards even when gravity was active
1099 * fixed bug with missing error handling when dumping levels or tapes
1102 * added different colored editor graphics for Supaplex gravity tubes
1105 * fixed bug that allowed solvable tapes for unsolvable levels
1108 * use unlimited number of droppable elements when "count" set to zero
1109 * added option to use step limit instead of time limit for level
1112 * added player and change page as trigger for custom element change
1115 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1118 * fixed bug with dark yamyam changing to acid when moving over acid
1119 * fixed handling of levels with more than 999 seconds level time
1120 (example: level 76 of "Denmine")
1123 * "spring push bug" reintroduced as configurable element property
1124 * fixed bug with missing properties for "mole"
1125 * fixed bug that showed up when fixing the above "mole" properties bug
1126 * added option "can move into acid" for all movable elements
1127 * fixed graphical bug for elements moving into acid
1128 * changed event handling to handle all pending events before going on
1131 * fixed bug which caused all CE change pages to be ignored which had
1132 the same change event, but used a different element side
1133 (reported by Simon Forsberg)
1135 * fixed bug which caused elements that can move and fall and that are
1136 transported by a conveyor belt to continue moving into that direction
1137 after leaving the conveyor belt, regardless of their own movement
1138 type; only elements which can not move are transported now
1139 (reported by Simon Forsberg)
1141 * fixed bug which could cause an array overflow in RelocatePlayer()
1142 (reported by Niko Böhm)
1144 * changed Emerald Mine style "passable / over" elements to "protected"
1145 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1147 * added new option to select from which side a "walkable/passable"
1148 element can be entered
1151 * added explosion and ignition delay for elements that can explode
1154 * fixed bug which caused player not being protected against enemies
1155 when a CE was "walkable / inside" and was not "indestructible"
1156 * added "walkable/passable" fields to be "protected/unprotected"
1157 against enemies, even if not accessible "inside" but "over/under"
1160 * corrected move pattern to 32 bit and initial move direction to 8 bit
1163 * added second custom element base configuration page
1166 * added some special EMC mappings to Emerald Mine level loader
1167 (also covering previously unknown element in level 0 of "Bondmine 8")
1170 * added option to block last field when player is moving (for Supaplex)
1171 * adjusted push delay of Supaplex elements
1172 * removed delays for envelopes etc. when replaying with maximum speed
1173 * fixed bug when dropping element on a field that just changed to empty
1176 * fixed bug: infotrons can now smash yellow disks
1177 * fixed bug: when gravity active, port above player can now be entered
1178 * removed "one white dot" mouse pointer which irritated some people
1181 * added "choice type" for group element selection
1184 * fixed bug with initial invulnerability of non-yellow player
1187 * added level loader for loading native Supaplex packed levels
1188 (including multi-part levels like the "splvls99" levels)
1191 * fixed bug which allowed creating emeralds by escaping explosions
1194 * custom elements can change (limited) or leave (unlimited) elements
1195 * finally added multiple matches using group elements
1196 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1199 * added new start movement type "previous" for continued CE movement
1200 * added new start movement type "random" for random CE movement start
1203 * added new element "sokoban_field_player" needed for Sokoban levels
1204 (thanks to Ed Booker for pointing this out!)
1207 * added elements that can be digged or left behind by custom elements
1210 * added group elements for multiple matches and random element creation
1213 * fixed some graphical errors displayed in old levels
1216 * fixed wrong double speed movement after passing closing gates
1219 * added level loader for loading native Emerald Mine levels
1222 * changes for "shooting" style CE movement
1225 * Happy New Year! ;-)
1228 * changed default snap/drop keys from left/right Shift to Control keys
1231 * fixed bug with dead player getting reanimated from custom element
1234 * fixed bug with wrong penguin graphics (when entering exit)
1237 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1240 * version number set to 3.0.9
1243 * version 3.0.8 released
1246 * added function checked_free()
1249 * fixed bug with double nut cracking sound
1250 (by eliminating "default element action sound" assignment in init.c)
1253 * fixed crash when no music info files are available
1256 * fixed boring and sleeping sounds
1259 * added "maze runner" and "maze hunter" movement types
1260 * added extended collision conditions for custom elements
1263 * added warnings for undefined token values in artwork config files
1266 * added menu entry for level set information to the info screen
1269 * fixed bug with wrong default impact sound for colored emeralds
1272 * added several sub-screens for the info screen
1273 * menu text now also clickable (not only blue/red sphere left of it)
1276 * added configurable "bored" and "sleeping" animations for the player
1277 * added "awakening" sound for player when waking up after sleeping
1280 * added "copy" and "exchange" functions for custom elements to editor
1283 * added configurable element animations for info screen
1286 * added configurable music credits for info screen
1289 * finally fixed tape recording when player is created from CE change
1292 * added "editorsetup.conf" for editor element list configuration
1295 * added "musicinfo.conf" for menu and level music configuration
1298 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1299 (that only showed up on Linux, but not on Windows systems)
1302 * fixed turning movement of butterflies and fireflies (no frame reset)
1303 * enhanced sniksnak turning movement (two steps instead of only one)
1306 * version number set to 3.0.8
1309 * version 3.0.7 released
1312 * fixed reset of player animation frame when, for example,
1313 walking, digging or collecting share the same animation
1314 * fixed CE with "deadly when touching" exploding when touching amoeba
1317 * fixed tape recording when player is created from CE element change
1320 * introduced "turning..." action graphic for elements with move delay
1321 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1322 * added turning animations for bug, spaceship and sniksnak
1325 * prevent "extended" changed elements from delay change in same frame
1328 * fixed bug when pushing element that can move away to the side
1329 (like pushing falling elements, but now with moving elements)
1332 * finally fixed serious bug in code for delayed element pushing (again)
1335 * unavailable setup options now marked as "n/a" instead of "off"
1336 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1337 to "true", levels are always played with the latest game engine,
1338 which is desired for levels that are imported from other games; all
1339 other levels are played with the engine version stored in level file
1340 (which is normally the engine version the level was created with)
1343 * fixed serious bug in code for delayed element pushing
1344 * fixed little bug in animation frame selection for pushed elements
1345 * speed-up of reading config file for verbose output
1348 * added configuration option for opening and closing Supaplex exit
1349 * added configuration option for moving up/down animation for Murphy
1350 * fixed incorrectly displayed animation for attacking dragon
1351 * fixed bug with not setting initial gravity for each new game
1352 * fixed bug with teleportation of player by custom element change
1353 * fixed bug with player not getting smashed by rock sometimes
1356 * version number set to 3.0.7
1359 * version 3.0.6 released
1362 * added support for MP3 music for SDL version through SMPEG library
1365 * fixed bug when initializing font graphic structure
1366 * fixed bug with animation mode "pingpong" when using only 1 frame
1367 * fixed bug with extended change target introduced in 3.0.5
1368 * fixed bug where passing over moving element doubles player speed
1369 * fixed bug with elements continuing to move into push direction
1370 * fixed bug with duplicated player when dropping bomb with shield on
1371 * added "switching" event for custom elements ("pressing" only once)
1372 * fixed switching bug (resetting flag when not switching but not idle)
1375 * fixed element tokens for certain file elements with ".active" etc.
1378 * version number set to 3.0.6
1381 * version 3.0.5 released
1384 * now four envelope elements available
1385 * font, background, animation and sound for envelope now configurable
1386 * main menu doors opening/closing animation type now configurable
1389 * active/inactive sides configurable for custom element changes
1390 * new movement type "move when pushed" available for custom elements
1393 * fixed bug in multiple config pages loader code that caused crashes
1396 * enhanced (remaining low-resolution) Supaplex graphics
1399 * version number set to 3.0.5
1402 * version 3.0.4 released
1404 2003-09-12 src/tools.c
1405 * fixed bug in custom definition of crumbled element graphics
1407 2003-09-11 src/files.c
1408 * fixed bug in multiple config pages code that caused crashes
1411 * version number set to 3.0.4
1414 * version 3.0.3 released
1417 * added music to Supaplex classic level set
1419 2003-09-07 src/libgame/misc.c
1420 * added support for loading various music formats through SDL_mixer
1422 2003-09-06 (various source files)
1423 * fixed several nasty bugs that may have caused crashes on some systems
1424 * added envelope content which gets displayed when collecting envelope
1425 * added multiple change event pages for custom elements
1427 2003-08-24 src/game.c
1428 * fixed problem with player animation when snapping and moving
1430 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1431 * fixed problem with flickering when drawing toon animations
1433 2003-08-23 src/libgame/sdl.c
1434 * fixed problem with setting mouse cursor in SDL version in fullscreen
1436 2003-08-23 src/game.c
1437 * fixed bug (missing array boundary check) which could crash the game
1440 * version number set to 3.0.3
1443 * version 3.0.2 released
1445 2003-08-21 src/game.c
1446 * fixed bug with creating inaccessible elements at player position
1448 2003-08-20 src/init.c
1449 * fixed bug with not finding current level artwork directory
1451 2003-08-20 src/files.c
1452 * fixed bug with choosing wrong engine version when playing tapes
1453 * fixed bug with messing up custom element properties in 3.0.0 levels
1456 * version number set to 3.0.2
1459 * version 3.0.1 released
1461 2003-08-17 (no source files affected)
1462 * changed all "classic" PCX image files with 16 colors or less to
1463 256 color (8 bit) storage format, because the Allegro game library
1464 cannot handle PCX files with less than 256 colors (contributed
1465 graphics are not affected and might look wrong in the DOS version)
1467 2003-08-16 src/init.c
1468 * fixed bug which (for example) crashed the level editor when defining
1469 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1470 (only set to default) -- invalid graphics now set to default graphic
1472 2003-08-16 src/init.c
1473 * fixed graphical bug of player digging/collecting/snapping element
1474 when no corresponding graphic/animation is defined for this action,
1475 resulting in player being drawn as EL_EMPTY (which should only be
1476 done to elements being collected, but not to the player)
1478 2003-08-16 src/game.c
1479 * fixed small graphical bug of player not totally moving into exit
1481 2003-08-16 src/libgame/setup.c
1482 * fixed bug with wrong MS-DOS 8.3 filename conversion
1484 2003-08-16 src/tools.c
1485 * fixed bug with invisible mouse cursor when pressing ESC while playing
1487 2003-08-16 (various source files)
1488 * added another 128 custom elements (disabled in editor by default)
1490 2003-08-16 src/editor.c
1491 * fixed NULL string bug causing Solaris to crash in sprintf()
1493 2003-08-16 src/screen.c
1494 * fixed drawing over scrollbar on level selection with custom fonts
1496 2003-08-15 src/game.c
1497 * cleanup of simple sounds / loop sounds / music settings
1499 2003-08-08 (various source files)
1500 * added custom element property for dropping collected elements
1502 2003-08-08 src/conf_gfx.c
1503 * fixed bug with missing graphic for active red disk bomb
1505 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1506 * extended variable "level.gravity" to "level.initial_gravity" and
1507 "game.current_gravity" to prevent level setting from being changed
1508 by playing the level (keeping the runtime value after playing)
1510 * fixed graphics bug when digging element that has 'crumbled' graphic
1511 definition, but not 'diggable' graphic definition
1514 * version number set to 3.0.1
1517 * version 3.0.0 released
1520 * various bug fixes; among others:
1521 - fixed bug with pushing spring over empty space
1522 - fixed bug with leaving tube while placing dynamite
1523 - fixed bug with explosion of smashed penguins
1524 - allow Murphy player graphic in levels with non-Supaplex elements
1528 * I have forgotten to document changes for some time
1531 * pre-release version 2.2.0rc1 released
1534 * version number set to 2.1.2
1537 * version 2.1.1 released
1540 * version number set to 2.1.1
1543 * version 2.1.0 released
1546 * version number set to 2.1.0
1548 2002-04-03 to 2002-05-19 (various source files)
1549 * graphics, sounds and music now fully configurable
1550 * bug fixed that prevented walking through tubes when gravity on
1552 2002-04-02 src/events.c, src/editor.c
1553 * Make Escape key less aggressive when playing or when editing level.
1554 This can be configured as an option in the setup menu. (Default is
1555 "less aggressive" which means "ask user if something can be lost"
1556 when pressing the Escape key.)
1558 2002-04-02 src/screen.c
1559 * Added "graphics setup" screen.
1561 2002-04-01 src/screen.c
1562 * Changed "choose level" setup screen stuff to be more generic (to
1563 make it easier to add more "choose from generic tree" setup screens).
1565 2002-04-01 src/config.c, src/timestamp.h
1566 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1567 automatically gets created by "src/Makefile" and contains an actual
1568 compile-time timestamp to identify development versions of the game).
1570 2002-03-31 src/tape.c, src/events.c
1571 * Added quick game/tape save/load functions to tape stuff which can be
1572 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1573 loads previously recorded tape and directly goes into recording mode
1574 from the end of the tape (therefore appending to the tape).
1576 2002-03-31 src/tape.c
1577 * Added "index mark" function to tape recorder. When playing or
1578 recording, "eject" button changes to "index" button. Setting index
1579 mark is not yet implemented, but pressing index button when playing
1580 allows very quick advancing to end of tape (when normal playing),
1581 very fast forward mode (when playing with normal fast forward) or
1582 very fast reaching of "pause before end of tape" (when playing with
1583 "pause before end" playing mode).
1585 2002-03-30 src/cartoons.c
1586 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1588 2002-03-29 src/screen.c
1589 * Changed setup screen stuff to be more generic (to make it easier
1590 to add more setup screens).
1592 2002-03-23 src/main.c, src/main.h
1593 * Various changes due to the introduction of the new libgame files
1594 "setup.c" and "joystick.c".
1596 2002-03-23 src/files.c
1597 * Generic parts of "src/files.c" (mainly setup and level directory
1598 stuff) moved to new libgame file "src/libgame/setup.c".
1600 2002-03-23 src/joystick.c
1601 * File "src/joystick.c" moved to libgame source tree, with
1602 correspondig changes.
1604 2002-03-22 src/screens.c
1605 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1606 (Wrong level series information displayed when entering main group.)
1608 2002-03-22 src/editor.c
1609 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1611 2002-03-22 src/editor.c
1612 * Changed behaviour of "Escape" key in level editor to be more
1613 intuitive: When in "Element Properties" or "Level Info" mode,
1614 return to "Drawing Mode" instead of leaving the level editor.
1616 2002-03-21 src/game.c, src/editor.c, src/files.c
1617 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1618 gems (emeralds, diamonds, ...) slipping down from normal wall,
1619 steel wall and growing wall (as in E.M.C. style levels). Although
1620 the behaviour of contributed and private levels wasn't changed (due
1621 to the use of "level.game_version"; see previous entry), editing
1622 those levels will (of course) change the behaviour accordingly.
1624 This change seems a bit too hard after thinking about it, because
1625 the EM style behaviour is not the "expected" behaviour (gems would
1626 normally only slip down from "rounded" walls). Therefore this was
1627 now changed to an element property for gem style elements, with the
1628 default setting "off" (which means: no special EM style behaviour).
1629 To fix older converted levels, this flag is set to "on" for pre-2.0
1630 levels that are neither contributed nor private levels.
1632 2002-03-20 src/files.h
1633 * Corrected settings for "level.game_version" depending of level type.
1634 (Contributed and private levels always get played with game engine
1635 version they were created with, while converted levels always get
1636 played with the most recent version of the game engine, to let new
1637 corrections of the emulation behaviour take effect.)
1639 2002-03-20 src/main.h
1640 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1641 compiling the SDL version on some systems.
1642 Thanks to the several people who pointed this out.
1645 * Version number set to 2.0.2.
1648 * Version 2.0.1 released.
1650 2002-03-18 src/screens.c
1651 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1653 2002-03-18 src/files.c [src/libgame/misc.c]
1654 * Moved some common functions from src/files.c to src/libgame/misc.c.
1656 2002-03-18 src/files.c [src/libgame/misc.c]
1657 * Changed permissions for new directories and saved files (especially
1658 score files) according to suggestions of Debian users and mantainers.
1659 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1661 2002-03-17 src/files.c
1662 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1663 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1664 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1665 for levels and "TAPE" for tapes). Old "cookie" style format is
1666 still supported for reading. New level and tape files are written
1669 * New IFF chunk "VERS" contains version numbers for file and game
1670 (where "game version" is the version of the program that wrote the
1671 file, and "file version" is a version number to distinguish files
1672 with different format, for example after adding new features).
1674 2002-03-15 src/screen.c
1675 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1676 (Before, you heard a mixture of the in-game music and the
1677 hall-of-fame music.)
1679 2002-03-14 src/events.c
1680 * Function "DumpTape()" (files.c) now available by pressing 't' from
1681 main menu (when in DEBUG mode).
1683 2002-03-14 src/game.c
1684 * "GameWon()": When game was won playing a tape, now there is no delay
1685 raising the score and no corresponding sound is played.
1687 2002-03-14 src/files.c
1688 * Changed "LoadTape()" for real chunk support and also adjusted
1689 "SaveTape()" accordingly.
1691 2002-03-14 src/game.c, src/tape.c, src/files.c
1692 * Important changes to tape format: The old tape format stored all
1693 actions with a real effect with a corresponding delay between the
1694 stored actions. This had some major disadvantages (for example,
1695 push delays had to be ignored, pressing a button for some seconds
1696 mutated to several single button presses because of the non-action
1697 delays between two action frames etc.). The new tape format just
1698 stupidly records all device actions and replays them later. I really
1699 don't know why I haven't solved it that way before?! Old-style tapes
1700 (with tape file version less than 2.0) get converted to the new
1701 format on-the-fly when loading and can therefore still be played;
1702 only some minor parts of the old-style tape handling code was needed.
1703 (A perfect conversion is not possible, because there is information
1704 missing about the device actions between two action frames.)
1706 2002-03-14 src/files.c
1707 * New function "DumpTape()" to dump the contents of the current tape
1708 in a human readable format.
1710 2002-03-14 src/game.c
1711 * Small tape bug fixed: When automatically advancing to next level
1712 after a game was won, the tape from the previous level still was
1713 loaded as a tape for the new level.
1715 2002-03-14 src/tape.c
1716 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1717 tape, cartoons did not get completely removed because
1718 StopAnimation() was not called.
1720 2002-03-13 src/files.c
1721 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1722 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1723 size even when using 16-bit elements). Added new chunk "CNT2" for
1724 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1725 chunk even when content was 16-bit element). "CNT2" should now be
1726 able to store content for arbitrary elements (up to eight blocks of
1727 3 x 3 element arrays). All "CNT2" elements will always be stored as
1728 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1730 2002-03-13 src/files.c
1731 * Changed "LoadLevel()" for real chunk support.
1733 2002-03-12 src/game.c
1734 * Fixed problem (introduced after 2.0.0 release) with penguins
1735 not getting killed by enemies
1737 2002-02-24 src/game.c, src/main.h
1738 * Added "player->is_moving"; now "player->last_move_dir" does
1739 not contain any information if the player is just moving at
1741 Before, "player->last_move_dir" was misused for this purpose
1742 for the robot stuff (robots don't kill players when they are
1743 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1744 broke tapes when walking through pipes!
1745 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1746 in a continuous movement. This fact is ignored for friends and