2 * added player focus switching to level tape recording and re-playing
5 * fixed some bugs in player focus switching in EMC and RND game engine
8 * added special Supaplex animations for Murphy digging and snapping
9 * added special Supaplex animations for Murphy being bored and sleeping
12 * added four new yam yams with explicit start direction for EMC engine
15 * fixed small bug in EMC level loader (copyright sign in EM II levels)
18 * added delayed ignition of EM style dynamite when used in R'n'D engine
19 * added limited movement range to EMC engine when focus on all players
22 * fixed bug with missing (zero) score values for native Supaplex levels
25 * added "continuous snapping" (snapping many elements while holding the
26 snap key pressed, without releasing the snap key after each element)
27 as a new player setting for more compatibility with the classic games
30 * finished scrolling for "focus on all players" in EMC graphics engine
33 * level sets with "levels: 0" are ignored for levels, but not artwork
34 * fixed bug when scanning empty level group directories (endless loop)
37 * fixed bug with explosion graphic for player using "Murphy" graphic
38 * fixed bug with explosion graphic if player leaves explosion in time
39 * changed some descriptive text in setup menu to use medium-width font
40 * added key shortcut settings for switching player focus to setup menu
43 * fixed bug with random value initialization when recording tapes
44 * fixed bug with playing single player tapes when team mode activated
47 * fixed little bug when trying to switch to player that does not exist
50 * added player switching (visual and quick) to R'n'D and EM game engine
51 * added setup option to select visual or quick in-game player switching
54 * added use of "Home" and "End" keys to handle element list in editor
57 * fixed bug with adding score when playing tape with EMC game engine
58 * added steel wall border for levels using EMC engine without border
59 * finally fixed delayed scrolling in EMC engine also for small levels
62 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
65 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
66 * fixed bug when displaying info element without action, but direction
69 * fixed minor graphical problems with springs smashing and slurping
70 (when using R'n'D style graphics instead of EMC style graphics)
73 * added scroll delay (as configured in setup) to EMC graphics engine
76 * improved screen redraw for EMC graphics engine (faster and smoother)
77 * when not scrolling, do not redraw the whole playfield if not needed
80 * added multi-player mode for EMC game engine (with up to four players)
83 * added android (can clone elements) from EMC engine to R'n'D engine
86 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
89 * added selectbox for initial player speed to player settings in editor
92 * version 3.1.2 created that is basically version 3.1.1, but with a
93 major bug fixed that prevented editing your own private levels
94 * version 3.1.2 released
97 * added magic ball (creates elements) from EMC engine to R'n'D engine
100 * uploaded fixed pre-release version 3.2.0-6 binary and source code
103 * fixed bug when using "CE can leave behind <trigger element>"
104 * added new change condition "(after/when) creation of <element>"
105 * added new change condition "(after/when) digging <element>"
106 * fixed bug accessing invalid gadget that caused crashes under Windows
107 * deactivated new possibility for multiple CE changes per frame
110 * uploaded pre-release (test) version 3.2.0-6 binary and source code
113 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
114 * fixed bug with not keeping CE value for moving CEs with only action
115 * changed CE action selectboxes in editor to be only reset when needed
118 * added option "use artwork from element" for custom player artwork
119 * added option "use explosion from element" for player explosions
122 * added cascaded element lists in the level editor
123 * added persistence for cascaded element lists by "editorcascade.conf"
124 * added dynamic element list with all elements used in current level
125 * added possibility for multiple CE changes per frame (experimental)
128 * uploaded pre-release (test) version 3.2.0-5 binary and source code
131 * changed "score for each 10 seconds/steps left" to "1 second/step"
132 * added own score for collecting "extra time" instead of sharing it
133 * added change events "switched by player" and "player switches <e>"
134 * added change events "snapped by player" and "player snaps <e>"
135 * added "set player artwork: <element choice>" to CE action options
136 * added change event "move of <element>"
139 * added "set player shield: off / normal / deadly" to CE action options
140 * added new player option "use level start element" in level editor
141 to set the correct focus at level start to elements from which the
142 player is created later (this did not work before for cascaded CE
143 changes resulting in creation of the player; it is now also possible
144 to create the player from a yam yam which is smashed at level start)
147 * added "set player speed: frozen (not moving)" to CE action options
148 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
151 * added new player option "block snap field" (enabled by default) to
152 make it possible to show a snapping animation like in Emerald Mine
155 * added dynamic selectboxes to custom element action settings in editor
156 * added "CE value" counter for custom elements (instead of "CE count")
157 * added option to use the last "CE value" after custom element change
158 * added option to use the "CE value" of other elements in CE actions
159 * fixed odd behaviour when pressing time orb in levels w/o time limit
160 * added checkbox "use time orb bug" for older levels that use this bug
163 * added missing configuration settings for the following elements:
164 - EL_TIMEGATE_SWITCH (time of open time gate)
165 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
166 - EL_SHIELD_NORMAL (time of shield duration)
167 - EL_SHIELD_DEADLY (time of shield duration)
168 - EL_EXTRA_TIME (time added to level time)
169 - EL_TIME_ORB_FULL (time added to level time)
172 * added "wind direction" as a movement pattern for custom elements
173 * added initial wind direction for balloon / custom elements to editor
174 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
177 * added parameters for "game of life" and "biomaze" elements to editor
180 * added level file chunk "CONF" for generic level and element settings
183 * uploaded pre-release (test) version 3.2.0-4 binary and source code
186 * skip empty level sets (with "levels: 0"; may be artwork base sets)
187 * added sound action ".page[1]" to ".page[32]" for each CE change page
190 * added image config suffix ".clone_from" to copy whole image settings
191 * fixed bug with invalid ("undefined") CE settings in old level files
194 * fixed graphical bug with smashing elements falling faster than player
197 * fixed major bug which prevented private levels from being edited
198 * fixed bug with precedence of general and special font definitions
201 * fixed graphical bug with player animation when player moves slowly
204 * uploaded pre-release (test) version 3.2.0-3 binary and source code
207 * fixed bug which prevented "global.num_toons: 0" from working
210 * major code cleanup (removed all these annoying "#if 0" blocks)
213 * added custom element actions for CE change page in level editor
216 * fixed music initialization bug in init.c (thanks to David Binderman)
217 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
218 (this bug must probably be fixed at other places, too)
221 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
222 (should be '#include <SDL.h>' instead)
225 * fixed bug which prevented "walkable from no direction" from working
226 (due to compatibility code overwriting this setting after loading)
229 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
232 * version number temporarily set to 3.1.1 (intermediate bugfix release)
233 * version 3.1.1 released
236 * changed some va_arg() arguments from 'long' to 'int', fixing problems
237 on 64-bit architecture systems with LP64 data model
240 * fixed bug with bombs not exploding when hitting the last level line
241 (introduced after the release of 3.1.0)
244 * added support for dumping small-sized level sketches from editor
247 * added recognition of "trigger element" for "change digged element to"
248 (this is not really what the "trigger element" was made for, but its
249 use may seem obvious for leaving back digged elements unchanged)
252 * fixed multiple warnings about failed joystick device initialization
255 * fixed bug with dynamite dropped on top of just dropped custom element
256 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
257 dynamite can still be dropped, but drop key must be released before
260 * fixed bug with wrong start directory when started from file browser
261 (due to this bug, R'n'D could not be started from KDE's Konqueror)
264 * fixed bug causing "change when impact" on player not working
265 * fixed wrong priority of "hitting something" over "hitting <element>"
266 * fixed wrong priority of "hit by something" over "hit by <element>"
269 * fixed graphical bug which caused the player (being Murphy) to show
270 collecting animations although the element was collected by penguin
273 * fixed two bugs causing wrong door background graphics in system.c
274 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
277 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
278 * added "no direction" to "walkable/passable from" selectbox options
281 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
282 * in tape autoplay, not only report broken, but also missing tapes
285 * uploaded pre-release (test) version 3.2.0-2 binary and source code
288 * fixed small bug with "linear" animation not working for active lamp
291 * fixed bug with moving up despite gravity due to "block last field"
292 * fixed small bug with wrong draw offset when typing name in main menu
293 * when reading user names from "passwd", ignore data after first comma
294 * when creating new "levelinfo.conf", only write some selected entries
297 * fixed displaying "imported from/by" on preview with empty string
298 * fixed ignoring draw offset for fonts used for level preview texts
301 * fixed a delay problem with SDL and too many mouse motion events
302 * added setup option "skip levels" and level skipping functionality
305 * added move speed "not moving" for non-moving CEs, but with direction
308 * fixed mapping of obsolete element token names in "editorsetup.conf"
309 * fixed bug with sound "acid.splashing" treated as a loop sound
310 * fixed some little sound bugs in native EM engine
313 * fixed small bug when dragging scrollbars to end positions
316 * added editor element descriptions written by Aaron Davidson
319 * improved fallback handling when configured artwork is not available
320 (now using default artwork instead of exiting when files not found)
323 * fixed bug on level selection screen when dragging scrollbar
326 * fixed bug which caused broken tapes when appending to EM engine tapes
329 * uploaded pre-release (test) version 3.2.0-1 binary and source code
332 * added code to replace changed artwork config tokens with other tokens
333 (needed for backwards compatibility, so that older tokens still work)
336 * added native R'n'D graphics for some new EMC elements in EM engine
339 * fixed some bugs in the EM engine integration code
340 * changed EM engine code to allow diagonal movement
341 * changed EM engine code to allow use of separate snap and drop keys
344 * fixed some redraw bugs when using EM engine
347 * fixed bug with not converting RND levels which are set to use native
348 engine to native level structure when loading
351 * uploaded pre-release (test) version 3.2.0-0 binary and source code
354 * version number set to 3.2.0
357 * level data now reset to defaults after attempt to load invalid file
360 * added use of "editorsetup.conf" for different level sets
363 * added auto-detection for various types of Emerald Mine level files
366 * fixed bug with scrollbars getting too small when list is very large
369 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
372 * added most level editor configuration gadgets for new EMC elements
375 * added more element and graphic definitions for new EMC elements
378 * modified native EM engine to use integrated R'n'D sound system
381 * added SDL support to graphics functions in native EM engine
382 (by always using generic libgame interface functions)
385 * fixed bug in frame synchronization in native EM engine
388 * added code to convert levels between R'n'D and native EM engine
391 * new Emerald Mine engine can now play levels selected in main menu
394 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
395 (which creates scaled down graphics for level editor and preview);
396 there's still a memory leak somewhere in the artwork handling code
397 * added "scale image up" functionality to X11 version of zoom function
400 * first attempts to integrate new, native Emerald Mine Club engine
403 * fixed bug in gadget code which caused reset of CEs in level editor
404 (example: pressing 'b' [grab brush] on CE config page erased values)
405 (solution: check if gadgets in ClickOnGadget() are really mapped)
406 * improved level change detection in editor (settings now also checked)
407 * fixed bug with "can move into acid" and "don't collide with" state
410 * fixed maze runner style CEs to use the configured move delay value
413 * added Aaron Davidson's tutorial level set to the "Tutorials" section
416 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
417 * fixed the above fix because it broke level set "machine" (*sigh*)
418 * fixed random element placement in level editor to work as expected
419 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
422 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
425 * fixed bug (missing array boundary check) which caused broken tapes
426 * fixed bug (when loading level template) which caused broken levels
427 * fixed bug with new block last field code when using non-yellow player
430 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
431 * internal change of how the player blocks the last field when moving
432 * fixed blocking delay of last field for EM and SP style block delay
433 * fixed bug where the player had to wait for the usual move delay after
434 unsuccessfully trying to move, when he directly could move after that
435 * the last two changes should make original Supaplex level 93 solvable
436 * improved use of random number generator to make it less predictable
437 * fixed behaviour of slippery SP elements to let slip left, then right
440 * fixed bug with wrong door state after trying to quickload empty tape
441 * fixed waste of static memory usage of the binary, making it smaller
442 * fixed very little graphical bug in Supaplex explosion
445 * version number set to 3.1.1
448 * version 3.1.0 released
451 * fixed bug with crash when writing user levelinfo.conf the first time
454 * added option "convert LEVELDIR [NR]" to command line batch commands
455 * re-converted Supaplex levels to apply latest engine fixes
456 * changed "use graphic/sound of element" to "use graphic of element"
457 due to compatibility problems with some levels ("bug machine" etc.)
460 * fixed bug with CE change replacing player with same or other player
463 * fixed bug with opaque font in envelope with background graphic when
464 background graphic is not transparent itself
467 * added "gravity on" and "gravity off" ports for Supaplex compatibility
468 * corrected original Supaplex level loading code to use these new ports
469 * also corrected Supaplex loader to auto-count infotrons if set to zero
472 * fixed bug with missing initialization of "modified" flag for GEs
475 * fixed bug that caused endless recursion loop when relocating player
476 * fixed tape recorder bug in "step mode" when using "pause before end"
477 * fixed tape recorder bug when changing from "warp forward" mode
480 * fixed bug with "when touching" for pushed elements at last position
483 * fixed bug that caused two activated toolbox buttons in level editor
484 * fixed bug with exploding dynabomb under player due to other explosion
487 * fixed bug with creating walkable custom element under player (again)
488 * fixed bug with not copying explosion type when copying CEs in editor
489 * fixed graphical bug when drawing player in setup menu (input devices)
490 * fixed graphical bug when the player is pushing an accessible element
491 * fixed bug with classic switchable elements triggering CE changes
492 * fixed bug with entering/leaving walkable element in RelocatePlayer()
493 * fixed crash bug when CE leaves behind the trigger player element
496 * fixed bug with broken tubes after placing/exploding dynamite in them
497 * fixed bug with exploding dynamite under player due to other explosion
498 * fixed bug with not resetting push delay under certain circumstances
501 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
502 * added network multiplayer code for Windows (thanks to Niko Böhm)
505 * added option "reachable despite gravity" for gravity movement
506 * changed gravity movement of most classic walkable and passable
507 elements back to "not reachable" (for compatibility reasons)
510 * fixed (removed) "indestructible" / "can explode" dependency in editor
511 * fixed (removed) "accessible inside" / "protected" dependency
512 * fixed (removed) "step mode" / "shield time" dependency
515 * fixed dynabombs exploding now into anything diggable
516 * fixed Supaplex style gravity movement into buggy base now impossible
517 * added pressing key "space" as valid action to select menu options
520 * added "replace when walkable" to relocate player to walkable element
521 * added "enter"/"leave" event for elements affected by relocation
522 * fixed "direct"/"indirect" change order also for "when change" event
523 * fixed graphical bug when pushing things from elements walkable inside
526 * fixed graphic bug when player is snapping while moving in old levels
527 * fixed bug when a moving custom element leaves a player element behind
528 * fixed bug with mole not disappearing when moving into acid pool
529 * fixed bug with incomplete path setting when using "--basepath" option
530 * moving CE can now leave walkable elements behind under the player
531 * when relocating, player can be set on walkable element now
532 * fixed another gravity movement bug
535 * uploaded pre-release (test) version 3.1.0-2 binary and source code
538 * added "collectible" and "removable" to extended replacement types
539 (where "removable" replaces "diggable" and "collectible" elements)
540 * added "collectible & throwable" (to throw element to the next field)
541 * fixed bug with CEs digging elements that are just about to explode
542 * changed mouse cursor now always being visible when game is paused
545 * added possibility to push/press accessible elements from a side that
547 * fixed bug with not setting actual date when appending to tape
550 * fixed bug with incorrectly initialized custom element editor graphics
553 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
554 - number of levels corrected from 18 to 17 in "levelinfo.conf"
557 * fixed bug with destroyed robot wheel still attracting robots forever
558 * fixed bug with time gate switch deactivating after robot wheel time
559 (while the time gate itself is not affected by this misbehaviour)
560 * changed behaviour of BD style amoeba to always get blocked by player
561 (before it was different when there were non-BD elements in level)
562 * fixed bug with player destroying indestructable elements with shield
565 * added option to make growing elements grow into anything diggable
566 (for the various amoeba types, biomaze and "game of life")
569 * fixed bug with movable elements not moving after left behind by CEs
570 * changed gravity movement to anything diggable, not only sand/base
571 * optionally allowing passing to walkable element, not only empty space
572 * added option "can pass to walkable element" for players
573 * finally fixed gravity movement (hopefully)
576 * fixed bug with movable elements not moving anymore after falling down
579 * fixed another bug with custom elements digging and leaving elements
580 * fixed bug with "along left/right side" and automatic start direction
581 * trigger elements now also displayed when "more custom" deactivated
582 * fixed bug with clipboard element initialized when loading new level
583 * added option "drop delay" to set delay before dropping next element
586 * uploaded pre-release (test) version 3.1.0-1 binary and source code
589 * added copy and paste functions for custom change pages
590 * enhanced graphical display and functionality of tape recorder
591 * fixed bug with custom elements digging and leaving elements
594 * added move speed faster than "very fast" for custom elements
595 * fixed bug with 3+3 style explosions and missing border content
596 * fixed little bug when copying custom elements in the editor
597 * enhanced custom element changes by more side trigger actions
600 * added option "no scrolling when relocating" for instant teleporting
601 * uploaded pre-release (test) version 3.1.0-0 binary and source code
604 * added trigger element and trigger player to use as target elements
605 * added copy and paste functions for custom and group elements
608 * fixed graphical bug when displaying explosion animations
609 * fixed bug when appending to tapes, resulting in broken tapes
610 * re-recorded a few tapes broken by fixing gravity checking bug
613 * "can move into acid" property now for all elements independently
614 * "can fall into acid" property for player stored in same bitfield now
615 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
616 * version number set to 3.1.0 (finally!)
619 * changed tape recording to only record input, not programmed actions
622 * fixed totally broken (every 8th frame skipped) step-by-step recording
623 * fixed bug with requester not displayed when quick-loading interrupted
624 * added option "can fall into acid (with gravity)" for players
625 * fixed bug with player not falling when snapping down with gravity
628 * fixed bug which messed up key config when using keypad number keys
631 * fixed bug which allowed moving upwards even when gravity was active
632 * fixed bug with missing error handling when dumping levels or tapes
635 * added different colored editor graphics for Supaplex gravity tubes
638 * fixed bug that allowed solvable tapes for unsolvable levels
641 * use unlimited number of droppable elements when "count" set to zero
642 * added option to use step limit instead of time limit for level
645 * added player and change page as trigger for custom element change
648 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
651 * fixed bug with dark yamyam changing to acid when moving over acid
652 * fixed handling of levels with more than 999 seconds level time
653 (example: level 76 of "Denmine")
656 * "spring push bug" reintroduced as configurable element property
657 * fixed bug with missing properties for "mole"
658 * fixed bug that showed up when fixing the above "mole" properties bug
659 * added option "can move into acid" for all movable elements
660 * fixed graphical bug for elements moving into acid
661 * changed event handling to handle all pending events before going on
664 * fixed bug which caused all CE change pages to be ignored which had
665 the same change event, but used a different element side
666 (reported by Simon Forsberg)
668 * fixed bug which caused elements that can move and fall and that are
669 transported by a conveyor belt to continue moving into that direction
670 after leaving the conveyor belt, regardless of their own movement
671 type; only elements which can not move are transported now
672 (reported by Simon Forsberg)
674 * fixed bug which could cause an array overflow in RelocatePlayer()
675 (reported by Niko Böhm)
677 * changed Emerald Mine style "passable / over" elements to "protected"
678 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
680 * added new option to select from which side a "walkable/passable"
681 element can be entered
684 * added explosion and ignition delay for elements that can explode
687 * fixed bug which caused player not being protected against enemies
688 when a CE was "walkable / inside" and was not "indestructible"
689 * added "walkable/passable" fields to be "protected/unprotected"
690 against enemies, even if not accessible "inside" but "over/under"
693 * corrected move pattern to 32 bit and initial move direction to 8 bit
696 * added second custom element base configuration page
699 * added some special EMC mappings to Emerald Mine level loader
700 (also covering previously unknown element in level 0 of "Bondmine 8")
703 * added option to block last field when player is moving (for Supaplex)
704 * adjusted push delay of Supaplex elements
705 * removed delays for envelopes etc. when replaying with maximum speed
706 * fixed bug when dropping element on a field that just changed to empty
709 * fixed bug: infotrons can now smash yellow disks
710 * fixed bug: when gravity active, port above player can now be entered
711 * removed "one white dot" mouse pointer which irritated some people
714 * added "choice type" for group element selection
717 * fixed bug with initial invulnerability of non-yellow player
720 * added level loader for loading native Supaplex packed levels
721 (including multi-part levels like the "splvls99" levels)
724 * fixed bug which allowed creating emeralds by escaping explosions
727 * custom elements can change (limited) or leave (unlimited) elements
728 * finally added multiple matches using group elements
729 * added shortcut to dump brush (type ":DB" in editor) for use in forum
732 * added new start movement type "previous" for continued CE movement
733 * added new start movement type "random" for random CE movement start
736 * added new element "sokoban_field_player" needed for Sokoban levels
737 (thanks to Ed Booker for pointing this out!)
740 * added elements that can be digged or left behind by custom elements
743 * added group elements for multiple matches and random element creation
746 * fixed some graphical errors displayed in old levels
749 * fixed wrong double speed movement after passing closing gates
752 * added level loader for loading native Emerald Mine levels
755 * changes for "shooting" style CE movement
758 * Happy New Year! ;-)
761 * changed default snap/drop keys from left/right Shift to Control keys
764 * fixed bug with dead player getting reanimated from custom element
767 * fixed bug with wrong penguin graphics (when entering exit)
770 * fixed bug with wrong "Murphy" graphics (when digging etc.)
773 * version number set to 3.0.9
776 * version 3.0.8 released
779 * added function checked_free()
782 * fixed bug with double nut cracking sound
783 (by eliminating "default element action sound" assignment in init.c)
786 * fixed crash when no music info files are available
789 * fixed boring and sleeping sounds
792 * added "maze runner" and "maze hunter" movement types
793 * added extended collision conditions for custom elements
796 * added warnings for undefined token values in artwork config files
799 * added menu entry for level set information to the info screen
802 * fixed bug with wrong default impact sound for colored emeralds
805 * added several sub-screens for the info screen
806 * menu text now also clickable (not only blue/red sphere left of it)
809 * added configurable "bored" and "sleeping" animations for the player
810 * added "awakening" sound for player when waking up after sleeping
813 * added "copy" and "exchange" functions for custom elements to editor
816 * added configurable element animations for info screen
819 * added configurable music credits for info screen
822 * finally fixed tape recording when player is created from CE change
825 * added "editorsetup.conf" for editor element list configuration
828 * added "musicinfo.conf" for menu and level music configuration
831 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
832 (that only showed up on Linux, but not on Windows systems)
835 * fixed turning movement of butterflies and fireflies (no frame reset)
836 * enhanced sniksnak turning movement (two steps instead of only one)
839 * version number set to 3.0.8
842 * version 3.0.7 released
845 * fixed reset of player animation frame when, for example,
846 walking, digging or collecting share the same animation
847 * fixed CE with "deadly when touching" exploding when touching amoeba
850 * fixed tape recording when player is created from CE element change
853 * introduced "turning..." action graphic for elements with move delay
854 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
855 * added turning animations for bug, spaceship and sniksnak
858 * prevent "extended" changed elements from delay change in same frame
861 * fixed bug when pushing element that can move away to the side
862 (like pushing falling elements, but now with moving elements)
865 * finally fixed serious bug in code for delayed element pushing (again)
868 * unavailable setup options now marked as "n/a" instead of "off"
869 * new boolean directive "latest_engine" for "levelinfo.conf": when set
870 to "true", levels are always played with the latest game engine,
871 which is desired for levels that are imported from other games; all
872 other levels are played with the engine version stored in level file
873 (which is normally the engine version the level was created with)
876 * fixed serious bug in code for delayed element pushing
877 * fixed little bug in animation frame selection for pushed elements
878 * speed-up of reading config file for verbose output
881 * added configuration option for opening and closing Supaplex exit
882 * added configuration option for moving up/down animation for Murphy
883 * fixed incorrectly displayed animation for attacking dragon
884 * fixed bug with not setting initial gravity for each new game
885 * fixed bug with teleportation of player by custom element change
886 * fixed bug with player not getting smashed by rock sometimes
889 * version number set to 3.0.7
892 * version 3.0.6 released
895 * added support for MP3 music for SDL version through SMPEG library
898 * fixed bug when initializing font graphic structure
899 * fixed bug with animation mode "pingpong" when using only 1 frame
900 * fixed bug with extended change target introduced in 3.0.5
901 * fixed bug where passing over moving element doubles player speed
902 * fixed bug with elements continuing to move into push direction
903 * fixed bug with duplicated player when dropping bomb with shield on
904 * added "switching" event for custom elements ("pressing" only once)
905 * fixed switching bug (resetting flag when not switching but not idle)
908 * fixed element tokens for certain file elements with ".active" etc.
911 * version number set to 3.0.6
914 * version 3.0.5 released
917 * now four envelope elements available
918 * font, background, animation and sound for envelope now configurable
919 * main menu doors opening/closing animation type now configurable
922 * active/inactive sides configurable for custom element changes
923 * new movement type "move when pushed" available for custom elements
926 * fixed bug in multiple config pages loader code that caused crashes
929 * enhanced (remaining low-resolution) Supaplex graphics
932 * version number set to 3.0.5
935 * version 3.0.4 released
937 2003-09-12 src/tools.c
938 * fixed bug in custom definition of crumbled element graphics
940 2003-09-11 src/files.c
941 * fixed bug in multiple config pages code that caused crashes
944 * version number set to 3.0.4
947 * version 3.0.3 released
950 * added music to Supaplex classic level set
952 2003-09-07 src/libgame/misc.c
953 * added support for loading various music formats through SDL_mixer
955 2003-09-06 (various source files)
956 * fixed several nasty bugs that may have caused crashes on some systems
957 * added envelope content which gets displayed when collecting envelope
958 * added multiple change event pages for custom elements
960 2003-08-24 src/game.c
961 * fixed problem with player animation when snapping and moving
963 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
964 * fixed problem with flickering when drawing toon animations
966 2003-08-23 src/libgame/sdl.c
967 * fixed problem with setting mouse cursor in SDL version in fullscreen
969 2003-08-23 src/game.c
970 * fixed bug (missing array boundary check) which could crash the game
973 * version number set to 3.0.3
976 * version 3.0.2 released
978 2003-08-21 src/game.c
979 * fixed bug with creating inaccessible elements at player position
981 2003-08-20 src/init.c
982 * fixed bug with not finding current level artwork directory
984 2003-08-20 src/files.c
985 * fixed bug with choosing wrong engine version when playing tapes
986 * fixed bug with messing up custom element properties in 3.0.0 levels
989 * version number set to 3.0.2
992 * version 3.0.1 released
994 2003-08-17 (no source files affected)
995 * changed all "classic" PCX image files with 16 colors or less to
996 256 color (8 bit) storage format, because the Allegro game library
997 cannot handle PCX files with less than 256 colors (contributed
998 graphics are not affected and might look wrong in the DOS version)
1000 2003-08-16 src/init.c
1001 * fixed bug which (for example) crashed the level editor when defining
1002 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1003 (only set to default) -- invalid graphics now set to default graphic
1005 2003-08-16 src/init.c
1006 * fixed graphical bug of player digging/collecting/snapping element
1007 when no corresponding graphic/animation is defined for this action,
1008 resulting in player being drawn as EL_EMPTY (which should only be
1009 done to elements being collected, but not to the player)
1011 2003-08-16 src/game.c
1012 * fixed small graphical bug of player not totally moving into exit
1014 2003-08-16 src/libgame/setup.c
1015 * fixed bug with wrong MS-DOS 8.3 filename conversion
1017 2003-08-16 src/tools.c
1018 * fixed bug with invisible mouse cursor when pressing ESC while playing
1020 2003-08-16 (various source files)
1021 * added another 128 custom elements (disabled in editor by default)
1023 2003-08-16 src/editor.c
1024 * fixed NULL string bug causing Solaris to crash in sprintf()
1026 2003-08-16 src/screen.c
1027 * fixed drawing over scrollbar on level selection with custom fonts
1029 2003-08-15 src/game.c
1030 * cleanup of simple sounds / loop sounds / music settings
1032 2003-08-08 (various source files)
1033 * added custom element property for dropping collected elements
1035 2003-08-08 src/conf_gfx.c
1036 * fixed bug with missing graphic for active red disk bomb
1038 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1039 * extended variable "level.gravity" to "level.initial_gravity" and
1040 "game.current_gravity" to prevent level setting from being changed
1041 by playing the level (keeping the runtime value after playing)
1043 * fixed graphics bug when digging element that has 'crumbled' graphic
1044 definition, but not 'diggable' graphic definition
1047 * version number set to 3.0.1
1050 * version 3.0.0 released
1053 * various bug fixes; among others:
1054 - fixed bug with pushing spring over empty space
1055 - fixed bug with leaving tube while placing dynamite
1056 - fixed bug with explosion of smashed penguins
1057 - allow Murphy player graphic in levels with non-Supaplex elements
1061 * I have forgotten to document changes for some time
1064 * pre-release version 2.2.0rc1 released
1067 * version number set to 2.1.2
1070 * version 2.1.1 released
1073 * version number set to 2.1.1
1076 * version 2.1.0 released
1079 * version number set to 2.1.0
1081 2002-04-03 to 2002-05-19 (various source files)
1082 * graphics, sounds and music now fully configurable
1083 * bug fixed that prevented walking through tubes when gravity on
1085 2002-04-02 src/events.c, src/editor.c
1086 * Make Escape key less aggressive when playing or when editing level.
1087 This can be configured as an option in the setup menu. (Default is
1088 "less aggressive" which means "ask user if something can be lost"
1089 when pressing the Escape key.)
1091 2002-04-02 src/screen.c
1092 * Added "graphics setup" screen.
1094 2002-04-01 src/screen.c
1095 * Changed "choose level" setup screen stuff to be more generic (to
1096 make it easier to add more "choose from generic tree" setup screens).
1098 2002-04-01 src/config.c, src/timestamp.h
1099 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1100 automatically gets created by "src/Makefile" and contains an actual
1101 compile-time timestamp to identify development versions of the game).
1103 2002-03-31 src/tape.c, src/events.c
1104 * Added quick game/tape save/load functions to tape stuff which can be
1105 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1106 loads previously recorded tape and directly goes into recording mode
1107 from the end of the tape (therefore appending to the tape).
1109 2002-03-31 src/tape.c
1110 * Added "index mark" function to tape recorder. When playing or
1111 recording, "eject" button changes to "index" button. Setting index
1112 mark is not yet implemented, but pressing index button when playing
1113 allows very quick advancing to end of tape (when normal playing),
1114 very fast forward mode (when playing with normal fast forward) or
1115 very fast reaching of "pause before end of tape" (when playing with
1116 "pause before end" playing mode).
1118 2002-03-30 src/cartoons.c
1119 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1121 2002-03-29 src/screen.c
1122 * Changed setup screen stuff to be more generic (to make it easier
1123 to add more setup screens).
1125 2002-03-23 src/main.c, src/main.h
1126 * Various changes due to the introduction of the new libgame files
1127 "setup.c" and "joystick.c".
1129 2002-03-23 src/files.c
1130 * Generic parts of "src/files.c" (mainly setup and level directory
1131 stuff) moved to new libgame file "src/libgame/setup.c".
1133 2002-03-23 src/joystick.c
1134 * File "src/joystick.c" moved to libgame source tree, with
1135 correspondig changes.
1137 2002-03-22 src/screens.c
1138 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1139 (Wrong level series information displayed when entering main group.)
1141 2002-03-22 src/editor.c
1142 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1144 2002-03-22 src/editor.c
1145 * Changed behaviour of "Escape" key in level editor to be more
1146 intuitive: When in "Element Properties" or "Level Info" mode,
1147 return to "Drawing Mode" instead of leaving the level editor.
1149 2002-03-21 src/game.c, src/editor.c, src/files.c
1150 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1151 gems (emeralds, diamonds, ...) slipping down from normal wall,
1152 steel wall and growing wall (as in E.M.C. style levels). Although
1153 the behaviour of contributed and private levels wasn't changed (due
1154 to the use of "level.game_version"; see previous entry), editing
1155 those levels will (of course) change the behaviour accordingly.
1157 This change seems a bit too hard after thinking about it, because
1158 the EM style behaviour is not the "expected" behaviour (gems would
1159 normally only slip down from "rounded" walls). Therefore this was
1160 now changed to an element property for gem style elements, with the
1161 default setting "off" (which means: no special EM style behaviour).
1162 To fix older converted levels, this flag is set to "on" for pre-2.0
1163 levels that are neither contributed nor private levels.
1165 2002-03-20 src/files.h
1166 * Corrected settings for "level.game_version" depending of level type.
1167 (Contributed and private levels always get played with game engine
1168 version they were created with, while converted levels always get
1169 played with the most recent version of the game engine, to let new
1170 corrections of the emulation behaviour take effect.)
1172 2002-03-20 src/main.h
1173 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1174 compiling the SDL version on some systems.
1175 Thanks to the several people who pointed this out.
1178 * Version number set to 2.0.2.
1181 * Version 2.0.1 released.
1183 2002-03-18 src/screens.c
1184 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1186 2002-03-18 src/files.c [src/libgame/misc.c]
1187 * Moved some common functions from src/files.c to src/libgame/misc.c.
1189 2002-03-18 src/files.c [src/libgame/misc.c]
1190 * Changed permissions for new directories and saved files (especially
1191 score files) according to suggestions of Debian users and mantainers.
1192 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1194 2002-03-17 src/files.c
1195 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1196 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1197 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1198 for levels and "TAPE" for tapes). Old "cookie" style format is
1199 still supported for reading. New level and tape files are written
1202 * New IFF chunk "VERS" contains version numbers for file and game
1203 (where "game version" is the version of the program that wrote the
1204 file, and "file version" is a version number to distinguish files
1205 with different format, for example after adding new features).
1207 2002-03-15 src/screen.c
1208 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1209 (Before, you heard a mixture of the in-game music and the
1210 hall-of-fame music.)
1212 2002-03-14 src/events.c
1213 * Function "DumpTape()" (files.c) now available by pressing 't' from
1214 main menu (when in DEBUG mode).
1216 2002-03-14 src/game.c
1217 * "GameWon()": When game was won playing a tape, now there is no delay
1218 raising the score and no corresponding sound is played.
1220 2002-03-14 src/files.c
1221 * Changed "LoadTape()" for real chunk support and also adjusted
1222 "SaveTape()" accordingly.
1224 2002-03-14 src/game.c, src/tape.c, src/files.c
1225 * Important changes to tape format: The old tape format stored all
1226 actions with a real effect with a corresponding delay between the
1227 stored actions. This had some major disadvantages (for example,
1228 push delays had to be ignored, pressing a button for some seconds
1229 mutated to several single button presses because of the non-action
1230 delays between two action frames etc.). The new tape format just
1231 stupidly records all device actions and replays them later. I really
1232 don't know why I haven't solved it that way before?! Old-style tapes
1233 (with tape file version less than 2.0) get converted to the new
1234 format on-the-fly when loading and can therefore still be played;
1235 only some minor parts of the old-style tape handling code was needed.
1236 (A perfect conversion is not possible, because there is information
1237 missing about the device actions between two action frames.)
1239 2002-03-14 src/files.c
1240 * New function "DumpTape()" to dump the contents of the current tape
1241 in a human readable format.
1243 2002-03-14 src/game.c
1244 * Small tape bug fixed: When automatically advancing to next level
1245 after a game was won, the tape from the previous level still was
1246 loaded as a tape for the new level.
1248 2002-03-14 src/tape.c
1249 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1250 tape, cartoons did not get completely removed because
1251 StopAnimation() was not called.
1253 2002-03-13 src/files.c
1254 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1255 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1256 size even when using 16-bit elements). Added new chunk "CNT2" for
1257 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1258 chunk even when content was 16-bit element). "CNT2" should now be
1259 able to store content for arbitrary elements (up to eight blocks of
1260 3 x 3 element arrays). All "CNT2" elements will always be stored as
1261 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1263 2002-03-13 src/files.c
1264 * Changed "LoadLevel()" for real chunk support.
1266 2002-03-12 src/game.c
1267 * Fixed problem (introduced after 2.0.0 release) with penguins
1268 not getting killed by enemies
1270 2002-02-24 src/game.c, src/main.h
1271 * Added "player->is_moving"; now "player->last_move_dir" does
1272 not contain any information if the player is just moving at
1274 Before, "player->last_move_dir" was misused for this purpose
1275 for the robot stuff (robots don't kill players when they are
1276 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1277 broke tapes when walking through pipes!
1278 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1279 in a continuous movement. This fact is ignored for friends and