2 * "spring push bug" reintroduced as configurable element property
3 * fixed bug with missing properties for "mole"
4 * fixed bug that showed up when fixing the above "mole" properties bug
7 * fixed bug which caused all CE change pages to be ignored which had
8 the same change event, but used a different element side
9 (reported by Simon Forsberg)
11 * fixed bug which caused elements that can move and fall and that are
12 transported by a conveyor belt to continue moving into that direction
13 after leaving the conveyor belt, regardless of their own movement
14 type; only elements which can not move are transported now
15 (reported by Simon Forsberg)
17 * fixed bug which could cause an array overflow in RelocatePlayer()
18 (reported by Niko Böhm)
20 * changed Emerald Mine style "passable / over" elements to "protected"
21 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
23 * added new option to select from which side a "walkable/passable"
24 element can be entered
27 * added explosion and ignition delay for elements that can explode
30 * fixed bug which caused player not being protected against enemies
31 when a CE was "walkable / inside" and was not "indestructible"
32 * added "walkable/passable" fields to be "protected/unprotected"
33 against enemies, even if not accessible "inside" but "over/under"
36 * corrected move pattern to 32 bit and initial move direction to 8 bit
39 * added second custom element base configuration page
42 * added some special EMC mappings to Emerald Mine level loader
43 (also covering previously unknown element in level 0 of "Bondmine 8")
46 * added option to block last field when player is moving (for Supaplex)
47 * adjusted push delay of Supaplex elements
48 * removed delays for envelopes etc. when replaying with maximum speed
49 * fixed bug when dropping element on a field that just changed to empty
52 * fixed bug: infotrons can now smash yellow disks
53 * fixed bug: when gravity active, port above player can now be entered
54 * removed "one white dot" mouse pointer which irritated some people
57 * added "choice type" for group element selection
60 * fixed bug with initial invulnerability of non-yellow player
63 * added level loader for loading native Supaplex packed levels
64 (including multi-part levels like the "splvls99" levels)
67 * fixed bug which allowed creating emeralds by escaping explosions
70 * custom elements can change (limited) or leave (unlimited) elements
71 * finally added multiple matches using group elements
72 * added shortcut to dump brush (type ":DB" in editor) for use in forum
75 * added new start movement type "previous" for continued CE movement
76 * added new start movement type "random" for random CE movement start
79 * added new element "sokoban_field_player" needed for Sokoban levels
80 (thanks to Ed Booker for pointing this out!)
83 * added elements that can be digged or left behind by custom elements
86 * added group elements for multiple matches and random element creation
89 * fixed some graphical errors displayed in old levels
92 * fixed wrong double speed movement after passing closing gates
95 * added level loader for loading native Emerald Mine levels
98 * changes for "shooting" style CE movement
101 * Happy New Year! ;-)
104 * changed default snap/drop keys from left/right Shift to Control keys
107 * fixed bug with dead player getting reanimated from custom element
110 * fixed bug with wrong penguin graphics (when entering exit)
113 * fixed bug with wrong "Murphy" graphics (when digging etc.)
116 * Version number set to 3.0.9.
119 * Version 3.0.8 released.
122 * added function checked_free()
125 * fixed bug with double nut cracking sound
126 (by eliminating "default element action sound" assignment in init.c)
129 * fixed crash when no music info files are available
132 * fixed boring and sleeping sounds
135 * added "maze runner" and "maze hunter" movement types
136 * added extended collision conditions for custom elements
139 * added warnings for undefined token values in artwork config files
142 * added menu entry for level set information to the info screen
145 * fixed bug with wrong default impact sound for colored emeralds
148 * added several sub-screens for the info screen
149 * menu text now also clickable (not only blue/red sphere left of it)
152 * added configurable "bored" and "sleeping" animations for the player
153 * added "awakening" sound for player when waking up after sleeping
156 * added "copy" and "exchange" functions for custom elements to editor
159 * added configurable element animations for info screen
162 * added configurable music credits for info screen
165 * finally fixed tape recording when player is created from CE change
168 * added "editorsetup.conf" for editor element list configuration
171 * added "musicinfo.conf" for menu and level music configuration
174 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
175 (that only showed up on Linux, but not on Windows systems)
178 * fixed turning movement of butterflies and fireflies (no frame reset)
179 * enhanced sniksnak turning movement (two steps instead of only one)
182 * Version number set to 3.0.8.
185 * Version 3.0.7 released.
188 * fixed reset of player animation frame when, for example,
189 walking, digging or collecting share the same animation
190 * fixed CE with "deadly when touching" exploding when touching amoeba
193 * fixed tape recording when player is created from CE element change
196 * introduced "turning..." action graphic for elements with move delay
197 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
198 * added turning animations for bug, spaceship and sniksnak
201 * prevent "extended" changed elements from delay change in same frame
204 * fixed bug when pushing element that can move away to the side
205 (like pushing falling elements, but now with moving elements)
208 * finally fixed serious bug in code for delayed element pushing (again)
211 * unavailable setup options now marked as "n/a" instead of "off"
212 * new boolean directive "latest_engine" for "levelinfo.conf": when set
213 to "true", levels are always played with the latest game engine,
214 which is desired for levels that are imported from other games; all
215 other levels are played with the engine version stored in level file
216 (which is normally the engine version the level was created with)
219 * fixed serious bug in code for delayed element pushing
220 * fixed little bug in animation frame selection for pushed elements
221 * speed-up of reading config file for verbose output
224 * added configuration option for opening and closing Supaplex exit
225 * added configuration option for moving up/down animation for Murphy
226 * fixed incorrectly displayed animation for attacking dragon
227 * fixed bug with not setting initial gravity for each new game
228 * fixed bug with teleportation of player by custom element change
229 * fixed bug with player not getting smashed by rock sometimes
232 * Version number set to 3.0.7.
235 * Version 3.0.6 released.
238 * added support for MP3 music for SDL version through SMPEG library
241 * fixed bug when initializing font graphic structure
242 * fixed bug with animation mode "pingpong" when using only 1 frame
243 * fixed bug with extended change target introduced in 3.0.5
244 * fixed bug where passing over moving element doubles player speed
245 * fixed bug with elements continuing to move into push direction
246 * fixed bug with duplicated player when dropping bomb with shield on
247 * added "switching" event for custom elements ("pressing" only once)
248 * fixed switching bug (resetting flag when not switching but not idle)
251 * fixed element tokens for certain file elements with ".active" etc.
254 * Version number set to 3.0.6.
257 * Version 3.0.5 released.
260 * now four envelope elements available
261 * font, background, animation and sound for envelope now configurable
262 * main menu doors opening/closing animation type now configurable
265 * active/inactive sides configurable for custom element changes
266 * new movement type "move when pushed" available for custom elements
269 * fixed bug in multiple config pages loader code that caused crashes
272 * enhanced (remaining low-resolution) Supaplex graphics
275 * Version number set to 3.0.5.
278 * Version 3.0.4 released.
280 2003-09-12 src/tools.c
281 * fixed bug in custom definition of crumbled element graphics
283 2003-09-11 src/files.c
284 * fixed bug in multiple config pages code that caused crashes
287 * Version number set to 3.0.4.
290 * Version 3.0.3 released.
293 * added music to Supaplex classic level set
295 2003-09-07 src/libgame/misc.c
296 * added support for loading various music formats through SDL_mixer
298 2003-09-06 (various source files)
299 * fixed several nasty bugs that may have caused crashes on some systems
300 * added envelope content which gets displayed when collecting envelope
301 * added multiple change event pages for custom elements
303 2003-08-24 src/game.c
304 * fixed problem with player animation when snapping and moving
306 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
307 * fixed problem with flickering when drawing toon animations
309 2003-08-23 src/libgame/sdl.c
310 * fixed problem with setting mouse cursor in SDL version in fullscreen
312 2003-08-23 src/game.c
313 * fixed bug (missing array boundary check) which could crash the game
316 * Version number set to 3.0.3.
319 * Version 3.0.2 released.
321 2003-08-21 src/game.c
322 * fixed bug with creating inaccessible elements at player position
324 2003-08-20 src/init.c
325 * fixed bug with not finding current level artwork directory
327 2003-08-20 src/files.c
328 * fixed bug with choosing wrong engine version when playing tapes
329 * fixed bug with messing up custom element properties in 3.0.0 levels
332 * Version number set to 3.0.2.
335 * Version 3.0.1 released.
337 2003-08-17 (no source files affected)
338 * changed all "classic" PCX image files with 16 colors or less to
339 256 color (8 bit) storage format, because the Allegro game library
340 cannot handle PCX files with less than 256 colors (contributed
341 graphics are not affected and might look wrong in the DOS version)
343 2003-08-16 src/init.c
344 * fixed bug which (for example) crashed the level editor when defining
345 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
346 (only set to default) -- invalid graphics now set to default graphic
348 2003-08-16 src/init.c
349 * fixed graphical bug of player digging/collecting/snapping element
350 when no corresponding graphic/animation is defined for this action,
351 resulting in player being drawn as EL_EMPTY (which should only be
352 done to elements being collected, but not to the player)
354 2003-08-16 src/game.c
355 * fixed small graphical bug of player not totally moving into exit
357 2003-08-16 src/libgame/setup.c
358 * fixed bug with wrong MS-DOS 8.3 filename conversion
360 2003-08-16 src/tools.c
361 * fixed bug with invisible mouse cursor when pressing ESC while playing
363 2003-08-16 (various source files)
364 * added another 128 custom elements (disabled in editor by default)
366 2003-08-16 src/editor.c
367 * fixed NULL string bug causing Solaris to crash in sprintf()
369 2003-08-16 src/screen.c
370 * fixed drawing over scrollbar on level selection with custom fonts
372 2003-08-15 src/game.c
373 * cleanup of simple sounds / loop sounds / music settings
375 2003-08-08 (various source files)
376 * added custom element property for dropping collected elements
378 2003-08-08 src/conf_gfx.c
379 * fixed bug with missing graphic for active red disk bomb
381 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
382 * Extended variable "level.gravity" to "level.initial_gravity" and
383 "game.current_gravity" to prevent level setting from being changed
384 by playing the level (keeping the runtime value after playing).
386 * Fixed graphics bug when digging element that has 'crumbled' graphic
387 definition, but not 'diggable' graphic definition.
390 * Version number set to 3.0.1.
393 * Version 3.0.0 released.
396 * various bug fixes; among others:
397 - fixed bug with pushing spring over empty space
398 - fixed bug with leaving tube while placing dynamite
399 - fixed bug with explosion of smashed penguins
400 - allow Murphy player graphic in levels with non-Supaplex elements
404 * I have forgotten to document changes for some time.
407 * Pre-Release Version 2.2.0rc1 released.
410 * Version number set to 2.1.2.
413 * Version 2.1.1 released.
416 * Version number set to 2.1.1.
419 * Version 2.1.0 released.
422 * Version number set to 2.1.0.
424 2002-04-03 to 2002-05-19 (various source files)
425 * graphics, sounds and music now fully configurable
426 * bug fixed that prevented walking through tubes when gravity on
428 2002-04-02 src/events.c, src/editor.c
429 * Make Escape key less aggressive when playing or when editing level.
430 This can be configured as an option in the setup menu. (Default is
431 "less aggressive" which means "ask user if something can be lost"
432 when pressing the Escape key.)
434 2002-04-02 src/screen.c
435 * Added "graphics setup" screen.
437 2002-04-01 src/screen.c
438 * Changed "choose level" setup screen stuff to be more generic (to
439 make it easier to add more "choose from generic tree" setup screens).
441 2002-04-01 src/config.c, src/timestamp.h
442 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
443 automatically gets created by "src/Makefile" and contains an actual
444 compile-time timestamp to identify development versions of the game).
446 2002-03-31 src/tape.c, src/events.c
447 * Added quick game/tape save/load functions to tape stuff which can be
448 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
449 loads previously recorded tape and directly goes into recording mode
450 from the end of the tape (therefore appending to the tape).
452 2002-03-31 src/tape.c
453 * Added "index mark" function to tape recorder. When playing or
454 recording, "eject" button changes to "index" button. Setting index
455 mark is not yet implemented, but pressing index button when playing
456 allows very quick advancing to end of tape (when normal playing),
457 very fast forward mode (when playing with normal fast forward) or
458 very fast reaching of "pause before end of tape" (when playing with
459 "pause before end" playing mode).
461 2002-03-30 src/cartoons.c
462 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
464 2002-03-29 src/screen.c
465 * Changed setup screen stuff to be more generic (to make it easier
466 to add more setup screens).
468 2002-03-23 src/main.c, src/main.h
469 * Various changes due to the introduction of the new libgame files
470 "setup.c" and "joystick.c".
472 2002-03-23 src/files.c
473 * Generic parts of "src/files.c" (mainly setup and level directory
474 stuff) moved to new libgame file "src/libgame/setup.c".
476 2002-03-23 src/joystick.c
477 * File "src/joystick.c" moved to libgame source tree, with
478 correspondig changes.
480 2002-03-22 src/screens.c
481 * "HandleChooseLevel()": Another bug in level series navigation fixed.
482 (Wrong level series information displayed when entering main group.)
484 2002-03-22 src/editor.c
485 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
487 2002-03-22 src/editor.c
488 * Changed behaviour of "Escape" key in level editor to be more
489 intuitive: When in "Element Properties" or "Level Info" mode,
490 return to "Drawing Mode" instead of leaving the level editor.
492 2002-03-21 src/game.c, src/editor.c, src/files.c
493 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
494 gems (emeralds, diamonds, ...) slipping down from normal wall,
495 steel wall and growing wall (as in E.M.C. style levels). Although
496 the behaviour of contributed and private levels wasn't changed (due
497 to the use of "level.game_version"; see previous entry), editing
498 those levels will (of course) change the behaviour accordingly.
500 This change seems a bit too hard after thinking about it, because
501 the EM style behaviour is not the "expected" behaviour (gems would
502 normally only slip down from "rounded" walls). Therefore this was
503 now changed to an element property for gem style elements, with the
504 default setting "off" (which means: no special EM style behaviour).
505 To fix older converted levels, this flag is set to "on" for pre-2.0
506 levels that are neither contributed nor private levels.
508 2002-03-20 src/files.h
509 * Corrected settings for "level.game_version" depending of level type.
510 (Contributed and private levels always get played with game engine
511 version they were created with, while converted levels always get
512 played with the most recent version of the game engine, to let new
513 corrections of the emulation behaviour take effect.)
515 2002-03-20 src/main.h
516 * Added "#include <time.h>". This seems to be needed by "tape.c" for
517 compiling the SDL version on some systems.
518 Thanks to the several people who pointed this out.
521 * Version number set to 2.0.2.
524 * Version 2.0.1 released.
526 2002-03-18 src/screens.c
527 * "HandleChooseLevel()": Small bug in level series navigation fixed.
529 2002-03-18 src/files.c [src/libgame/misc.c]
530 * Moved some common functions from src/files.c to src/libgame/misc.c.
532 2002-03-18 src/files.c [src/libgame/misc.c]
533 * Changed permissions for new directories and saved files (especially
534 score files) according to suggestions of Debian users and mantainers.
535 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
537 2002-03-17 src/files.c
538 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
539 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
540 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
541 for levels and "TAPE" for tapes). Old "cookie" style format is
542 still supported for reading. New level and tape files are written
545 * New IFF chunk "VERS" contains version numbers for file and game
546 (where "game version" is the version of the program that wrote the
547 file, and "file version" is a version number to distinguish files
548 with different format, for example after adding new features).
550 2002-03-15 src/screen.c
551 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
552 (Before, you heard a mixture of the in-game music and the
555 2002-03-14 src/events.c
556 * Function "DumpTape()" (files.c) now available by pressing 't' from
557 main menu (when in DEBUG mode).
559 2002-03-14 src/game.c
560 * "GameWon()": When game was won playing a tape, now there is no delay
561 raising the score and no corresponding sound is played.
563 2002-03-14 src/files.c
564 * Changed "LoadTape()" for real chunk support and also adjusted
565 "SaveTape()" accordingly.
567 2002-03-14 src/game.c, src/tape.c, src/files.c
568 * Important changes to tape format: The old tape format stored all
569 actions with a real effect with a corresponding delay between the
570 stored actions. This had some major disadvantages (for example,
571 push delays had to be ignored, pressing a button for some seconds
572 mutated to several single button presses because of the non-action
573 delays between two action frames etc.). The new tape format just
574 stupidly records all device actions and replays them later. I really
575 don't know why I haven't solved it that way before?! Old-style tapes
576 (with tape file version less than 2.0) get converted to the new
577 format on-the-fly when loading and can therefore still be played;
578 only some minor parts of the old-style tape handling code was needed.
579 (A perfect conversion is not possible, because there is information
580 missing about the device actions between two action frames.)
582 2002-03-14 src/files.c
583 * New function "DumpTape()" to dump the contents of the current tape
584 in a human readable format.
586 2002-03-14 src/game.c
587 * Small tape bug fixed: When automatically advancing to next level
588 after a game was won, the tape from the previous level still was
589 loaded as a tape for the new level.
591 2002-03-14 src/tape.c
592 * Small graphical bug fixed: When pressing ""Record" or "Play" on
593 tape, cartoons did not get completely removed because
594 StopAnimation() was not called.
596 2002-03-13 src/files.c
597 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
598 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
599 size even when using 16-bit elements). Added new chunk "CNT2" for
600 16-bit amoeba content (previously written in 8-bit field in "HEAD"
601 chunk even when content was 16-bit element). "CNT2" should now be
602 able to store content for arbitrary elements (up to eight blocks of
603 3 x 3 element arrays). All "CNT2" elements will always be stored as
604 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
606 2002-03-13 src/files.c
607 * Changed "LoadLevel()" for real chunk support.
609 2002-03-12 src/game.c
610 * Fixed problem (introduced after 2.0.0 release) with penguins
611 not getting killed by enemies
613 2002-02-24 src/game.c, src/main.h
614 * Added "player->is_moving"; now "player->last_move_dir" does
615 not contain any information if the player is just moving at
617 Before, "player->last_move_dir" was misused for this purpose
618 for the robot stuff (robots don't kill players when they are
619 moving). But setting "player->last_move_dir" to MV_NO_MOVING
620 broke tapes when walking through pipes!
621 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
622 in a continuous movement. This fact is ignored for friends and