2 * fixed bug on level selection screen when dragging scrollbar
5 * fixed bug which caused broken tapes when appending to EM engine tapes
8 * uploaded pre-release (test) version 3.2.0-1 binary and source code
11 * added code to replace changed artwork config tokens with other tokens
12 (needed for backwards compatibility, so that older tokens still work)
15 * added native R'n'D graphics for some new EMC elements in EM engine
18 * fixed some bugs in the EM engine integration code
19 * changed EM engine code to allow diagonal movement
20 * changed EM engine code to allow use of separate snap and drop keys
23 * fixed some redraw bugs when using EM engine
26 * fixed bug with not converting RND levels which are set to use native
27 engine to native level structure when loading
30 * uploaded pre-release (test) version 3.2.0-0 binary and source code
33 * version number set to 3.2.0
36 * level data now reset to defaults after attempt to load invalid file
39 * added use of "editorsetup.conf" for different level sets
42 * added auto-detection for various types of Emerald Mine level files
45 * fixed bug with scrollbars getting too small when list is very large
48 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
51 * added most level editor configuration gadgets for new EMC elements
54 * added more element and graphic definitions for new EMC elements
57 * modified native EM engine to use integrated R'n'D sound system
60 * added SDL support to graphics functions in native EM engine
61 (by always using generic libgame interface functions)
64 * fixed bug in frame synchronization in native EM engine
67 * added code to convert levels between R'n'D and native EM engine
70 * new Emerald Mine engine can now play levels selected in main menu
73 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
74 (which creates scaled down graphics for level editor and preview);
75 there's still a memory leak somewhere in the artwork handling code
76 * added "scale image up" functionality to X11 version of zoom function
79 * first attempts to integrate new, native Emerald Mine Club engine
82 * fixed bug in gadget code which caused reset of CEs in level editor
83 (example: pressing 'b' [grab brush] on CE config page erased values)
84 (solution: check if gadgets in ClickOnGadget() are really mapped)
85 * improved level change detection in editor (settings now also checked)
86 * fixed bug with "can move into acid" and "don't collide with" state
89 * fixed maze runner style CEs to use the configured move delay value
92 * added Aaron Davidson's tutorial level set to the "Tutorials" section
95 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
96 * fixed the above fix because it broke level set "machine" (*sigh*)
97 * fixed random element placement in level editor to work as expected
98 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
101 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
104 * fixed bug (missing array boundary check) which caused broken tapes
105 * fixed bug (when loading level template) which caused broken levels
106 * fixed bug with new block last field code when using non-yellow player
109 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
110 * internal change of how the player blocks the last field when moving
111 * fixed blocking delay of last field for EM and SP style block delay
112 * fixed bug where the player had to wait for the usual move delay after
113 unsuccessfully trying to move, when he directly could move after that
114 * the last two changes should make original Supaplex level 93 solvable
115 * improved use of random number generator to make it less predictable
116 * fixed behaviour of slippery SP elements to let slip left, then right
119 * fixed bug with wrong door state after trying to quickload empty tape
120 * fixed waste of static memory usage of the binary, making it smaller
121 * fixed very little graphical bug in Supaplex explosion
124 * version number set to 3.1.1
127 * version 3.1.0 released
130 * fixed bug with crash when writing user levelinfo.conf the first time
133 * added option "convert LEVELDIR [NR]" to command line batch commands
134 * re-converted Supaplex levels to apply latest engine fixes
135 * changed "use graphic/sound of element" to "use graphic of element"
136 due to compatibility problems with some levels ("bug machine" etc.)
139 * fixed bug with CE change replacing player with same or other player
142 * fixed bug with opaque font in envelope with background graphic when
143 background graphic is not transparent itself
146 * added "gravity on" and "gravity off" ports for Supaplex compatibility
147 * corrected original Supaplex level loading code to use these new ports
148 * also corrected Supaplex loader to auto-count infotrons if set to zero
151 * fixed bug with missing initialization of "modified" flag for GEs
154 * fixed bug that caused endless recursion loop when relocating player
155 * fixed tape recorder bug in "step mode" when using "pause before end"
156 * fixed tape recorder bug when changing from "warp forward" mode
159 * fixed bug with "when touching" for pushed elements at last position
162 * fixed bug that caused two activated toolbox buttons in level editor
163 * fixed bug with exploding dynabomb under player due to other explosion
166 * fixed bug with creating walkable custom element under player (again)
167 * fixed bug with not copying explosion type when copying CEs in editor
168 * fixed graphical bug when drawing player in setup menu (input devices)
169 * fixed graphical bug when the player is pushing an accessible element
170 * fixed bug with classic switchable elements triggering CE changes
171 * fixed bug with entering/leaving walkable element in RelocatePlayer()
172 * fixed crash bug when CE leaves behind the trigger player element
175 * fixed bug with broken tubes after placing/exploding dynamite in them
176 * fixed bug with exploding dynamite under player due to other explosion
177 * fixed bug with not resetting push delay under certain circumstances
180 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
181 * added network multiplayer code for Windows (thanks to Niko Böhm)
184 * added option "reachable despite gravity" for gravity movement
185 * changed gravity movement of most classic walkable and passable
186 elements back to "not reachable" (for compatibility reasons)
189 * fixed (removed) "indestructible" / "can explode" dependency in editor
190 * fixed (removed) "accessible inside" / "protected" dependency
191 * fixed (removed) "step mode" / "shield time" dependency
194 * fixed dynabombs exploding now into anything diggable
195 * fixed Supaplex style gravity movement into buggy base now impossible
196 * added pressing key "space" as valid action to select menu options
199 * added "replace when walkable" to relocate player to walkable element
200 * added "enter"/"leave" event for elements affected by relocation
201 * fixed "direct"/"indirect" change order also for "when change" event
202 * fixed graphical bug when pushing things from elements walkable inside
205 * fixed graphic bug when player is snapping while moving in old levels
206 * fixed bug when a moving custom element leaves a player element behind
207 * fixed bug with mole not disappearing when moving into acid pool
208 * fixed bug with incomplete path setting when using "--basepath" option
209 * moving CE can now leave walkable elements behind under the player
210 * when relocating, player can be set on walkable element now
211 * fixed another gravity movement bug
214 * uploaded pre-release (test) version 3.1.0-2 binary and source code
217 * added "collectible" and "removable" to extended replacement types
218 (where "removable" replaces "diggable" and "collectible" elements)
219 * added "collectible & throwable" (to throw element to the next field)
220 * fixed bug with CEs digging elements that are just about to explode
221 * changed mouse cursor now always being visible when game is paused
224 * added possibility to push/press accessible elements from a side that
226 * fixed bug with not setting actual date when appending to tape
229 * fixed bug with incorrectly initialized custom element editor graphics
232 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
233 - number of levels corrected from 18 to 17 in "levelinfo.conf"
236 * fixed bug with destroyed robot wheel still attracting robots forever
237 * fixed bug with time gate switch deactivating after robot wheel time
238 (while the time gate itself is not affected by this misbehaviour)
239 * changed behaviour of BD style amoeba to always get blocked by player
240 (before it was different when there were non-BD elements in level)
241 * fixed bug with player destroying indestructable elements with shield
244 * added option to make growing elements grow into anything diggable
245 (for the various amoeba types, biomaze and "game of life")
248 * fixed bug with movable elements not moving after left behind by CEs
249 * changed gravity movement to anything diggable, not only sand/base
250 * optionally allowing passing to walkable element, not only empty space
251 * added option "can pass to walkable element" for players
252 * finally fixed gravity movement (hopefully)
255 * fixed bug with movable elements not moving anymore after falling down
258 * fixed another bug with custom elements digging and leaving elements
259 * fixed bug with "along left/right side" and automatic start direction
260 * trigger elements now also displayed when "more custom" deactivated
261 * fixed bug with clipboard element initialized when loading new level
262 * added option "drop delay" to set delay before dropping next element
265 * uploaded pre-release (test) version 3.1.0-1 binary and source code
268 * added copy and paste functions for custom change pages
269 * enhanced graphical display and functionality of tape recorder
270 * fixed bug with custom elements digging and leaving elements
273 * added move speed faster than "very fast" for custom elements
274 * fixed bug with 3+3 style explosions and missing border content
275 * fixed little bug when copying custom elements in the editor
276 * enhanced custom element changes by more side trigger actions
279 * added option "no scrolling when relocating" for instant teleporting
280 * uploaded pre-release (test) version 3.1.0-0 binary and source code
283 * added trigger element and trigger player to use as target elements
284 * added copy and paste functions for custom and group elements
287 * fixed graphical bug when displaying explosion animations
288 * fixed bug when appending to tapes, resulting in broken tapes
289 * re-recorded a few tapes broken by fixing gravity checking bug
292 * "can move into acid" property now for all elements independently
293 * "can fall into acid" property for player stored in same bitfield now
294 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
295 * version number set to 3.1.0 (finally!)
298 * changed tape recording to only record input, not programmed actions
301 * fixed totally broken (every 8th frame skipped) step-by-step recording
302 * fixed bug with requester not displayed when quick-loading interrupted
303 * added option "can fall into acid (with gravity)" for players
304 * fixed bug with player not falling when snapping down with gravity
307 * fixed bug which messed up key config when using keypad number keys
310 * fixed bug which allowed moving upwards even when gravity was active
311 * fixed bug with missing error handling when dumping levels or tapes
314 * added different colored editor graphics for Supaplex gravity tubes
317 * fixed bug that allowed solvable tapes for unsolvable levels
320 * use unlimited number of droppable elements when "count" set to zero
321 * added option to use step limit instead of time limit for level
324 * added player and change page as trigger for custom element change
327 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
330 * fixed bug with dark yamyam changing to acid when moving over acid
331 * fixed handling of levels with more than 999 seconds level time
332 (example: level 76 of "Denmine")
335 * "spring push bug" reintroduced as configurable element property
336 * fixed bug with missing properties for "mole"
337 * fixed bug that showed up when fixing the above "mole" properties bug
338 * added option "can move into acid" for all movable elements
339 * fixed graphical bug for elements moving into acid
340 * changed event handling to handle all pending events before going on
343 * fixed bug which caused all CE change pages to be ignored which had
344 the same change event, but used a different element side
345 (reported by Simon Forsberg)
347 * fixed bug which caused elements that can move and fall and that are
348 transported by a conveyor belt to continue moving into that direction
349 after leaving the conveyor belt, regardless of their own movement
350 type; only elements which can not move are transported now
351 (reported by Simon Forsberg)
353 * fixed bug which could cause an array overflow in RelocatePlayer()
354 (reported by Niko Böhm)
356 * changed Emerald Mine style "passable / over" elements to "protected"
357 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
359 * added new option to select from which side a "walkable/passable"
360 element can be entered
363 * added explosion and ignition delay for elements that can explode
366 * fixed bug which caused player not being protected against enemies
367 when a CE was "walkable / inside" and was not "indestructible"
368 * added "walkable/passable" fields to be "protected/unprotected"
369 against enemies, even if not accessible "inside" but "over/under"
372 * corrected move pattern to 32 bit and initial move direction to 8 bit
375 * added second custom element base configuration page
378 * added some special EMC mappings to Emerald Mine level loader
379 (also covering previously unknown element in level 0 of "Bondmine 8")
382 * added option to block last field when player is moving (for Supaplex)
383 * adjusted push delay of Supaplex elements
384 * removed delays for envelopes etc. when replaying with maximum speed
385 * fixed bug when dropping element on a field that just changed to empty
388 * fixed bug: infotrons can now smash yellow disks
389 * fixed bug: when gravity active, port above player can now be entered
390 * removed "one white dot" mouse pointer which irritated some people
393 * added "choice type" for group element selection
396 * fixed bug with initial invulnerability of non-yellow player
399 * added level loader for loading native Supaplex packed levels
400 (including multi-part levels like the "splvls99" levels)
403 * fixed bug which allowed creating emeralds by escaping explosions
406 * custom elements can change (limited) or leave (unlimited) elements
407 * finally added multiple matches using group elements
408 * added shortcut to dump brush (type ":DB" in editor) for use in forum
411 * added new start movement type "previous" for continued CE movement
412 * added new start movement type "random" for random CE movement start
415 * added new element "sokoban_field_player" needed for Sokoban levels
416 (thanks to Ed Booker for pointing this out!)
419 * added elements that can be digged or left behind by custom elements
422 * added group elements for multiple matches and random element creation
425 * fixed some graphical errors displayed in old levels
428 * fixed wrong double speed movement after passing closing gates
431 * added level loader for loading native Emerald Mine levels
434 * changes for "shooting" style CE movement
437 * Happy New Year! ;-)
440 * changed default snap/drop keys from left/right Shift to Control keys
443 * fixed bug with dead player getting reanimated from custom element
446 * fixed bug with wrong penguin graphics (when entering exit)
449 * fixed bug with wrong "Murphy" graphics (when digging etc.)
452 * version number set to 3.0.9
455 * version 3.0.8 released
458 * added function checked_free()
461 * fixed bug with double nut cracking sound
462 (by eliminating "default element action sound" assignment in init.c)
465 * fixed crash when no music info files are available
468 * fixed boring and sleeping sounds
471 * added "maze runner" and "maze hunter" movement types
472 * added extended collision conditions for custom elements
475 * added warnings for undefined token values in artwork config files
478 * added menu entry for level set information to the info screen
481 * fixed bug with wrong default impact sound for colored emeralds
484 * added several sub-screens for the info screen
485 * menu text now also clickable (not only blue/red sphere left of it)
488 * added configurable "bored" and "sleeping" animations for the player
489 * added "awakening" sound for player when waking up after sleeping
492 * added "copy" and "exchange" functions for custom elements to editor
495 * added configurable element animations for info screen
498 * added configurable music credits for info screen
501 * finally fixed tape recording when player is created from CE change
504 * added "editorsetup.conf" for editor element list configuration
507 * added "musicinfo.conf" for menu and level music configuration
510 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
511 (that only showed up on Linux, but not on Windows systems)
514 * fixed turning movement of butterflies and fireflies (no frame reset)
515 * enhanced sniksnak turning movement (two steps instead of only one)
518 * version number set to 3.0.8
521 * version 3.0.7 released
524 * fixed reset of player animation frame when, for example,
525 walking, digging or collecting share the same animation
526 * fixed CE with "deadly when touching" exploding when touching amoeba
529 * fixed tape recording when player is created from CE element change
532 * introduced "turning..." action graphic for elements with move delay
533 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
534 * added turning animations for bug, spaceship and sniksnak
537 * prevent "extended" changed elements from delay change in same frame
540 * fixed bug when pushing element that can move away to the side
541 (like pushing falling elements, but now with moving elements)
544 * finally fixed serious bug in code for delayed element pushing (again)
547 * unavailable setup options now marked as "n/a" instead of "off"
548 * new boolean directive "latest_engine" for "levelinfo.conf": when set
549 to "true", levels are always played with the latest game engine,
550 which is desired for levels that are imported from other games; all
551 other levels are played with the engine version stored in level file
552 (which is normally the engine version the level was created with)
555 * fixed serious bug in code for delayed element pushing
556 * fixed little bug in animation frame selection for pushed elements
557 * speed-up of reading config file for verbose output
560 * added configuration option for opening and closing Supaplex exit
561 * added configuration option for moving up/down animation for Murphy
562 * fixed incorrectly displayed animation for attacking dragon
563 * fixed bug with not setting initial gravity for each new game
564 * fixed bug with teleportation of player by custom element change
565 * fixed bug with player not getting smashed by rock sometimes
568 * version number set to 3.0.7
571 * version 3.0.6 released
574 * added support for MP3 music for SDL version through SMPEG library
577 * fixed bug when initializing font graphic structure
578 * fixed bug with animation mode "pingpong" when using only 1 frame
579 * fixed bug with extended change target introduced in 3.0.5
580 * fixed bug where passing over moving element doubles player speed
581 * fixed bug with elements continuing to move into push direction
582 * fixed bug with duplicated player when dropping bomb with shield on
583 * added "switching" event for custom elements ("pressing" only once)
584 * fixed switching bug (resetting flag when not switching but not idle)
587 * fixed element tokens for certain file elements with ".active" etc.
590 * version number set to 3.0.6
593 * version 3.0.5 released
596 * now four envelope elements available
597 * font, background, animation and sound for envelope now configurable
598 * main menu doors opening/closing animation type now configurable
601 * active/inactive sides configurable for custom element changes
602 * new movement type "move when pushed" available for custom elements
605 * fixed bug in multiple config pages loader code that caused crashes
608 * enhanced (remaining low-resolution) Supaplex graphics
611 * version number set to 3.0.5
614 * version 3.0.4 released
616 2003-09-12 src/tools.c
617 * fixed bug in custom definition of crumbled element graphics
619 2003-09-11 src/files.c
620 * fixed bug in multiple config pages code that caused crashes
623 * version number set to 3.0.4
626 * version 3.0.3 released
629 * added music to Supaplex classic level set
631 2003-09-07 src/libgame/misc.c
632 * added support for loading various music formats through SDL_mixer
634 2003-09-06 (various source files)
635 * fixed several nasty bugs that may have caused crashes on some systems
636 * added envelope content which gets displayed when collecting envelope
637 * added multiple change event pages for custom elements
639 2003-08-24 src/game.c
640 * fixed problem with player animation when snapping and moving
642 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
643 * fixed problem with flickering when drawing toon animations
645 2003-08-23 src/libgame/sdl.c
646 * fixed problem with setting mouse cursor in SDL version in fullscreen
648 2003-08-23 src/game.c
649 * fixed bug (missing array boundary check) which could crash the game
652 * version number set to 3.0.3
655 * version 3.0.2 released
657 2003-08-21 src/game.c
658 * fixed bug with creating inaccessible elements at player position
660 2003-08-20 src/init.c
661 * fixed bug with not finding current level artwork directory
663 2003-08-20 src/files.c
664 * fixed bug with choosing wrong engine version when playing tapes
665 * fixed bug with messing up custom element properties in 3.0.0 levels
668 * version number set to 3.0.2
671 * version 3.0.1 released
673 2003-08-17 (no source files affected)
674 * changed all "classic" PCX image files with 16 colors or less to
675 256 color (8 bit) storage format, because the Allegro game library
676 cannot handle PCX files with less than 256 colors (contributed
677 graphics are not affected and might look wrong in the DOS version)
679 2003-08-16 src/init.c
680 * fixed bug which (for example) crashed the level editor when defining
681 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
682 (only set to default) -- invalid graphics now set to default graphic
684 2003-08-16 src/init.c
685 * fixed graphical bug of player digging/collecting/snapping element
686 when no corresponding graphic/animation is defined for this action,
687 resulting in player being drawn as EL_EMPTY (which should only be
688 done to elements being collected, but not to the player)
690 2003-08-16 src/game.c
691 * fixed small graphical bug of player not totally moving into exit
693 2003-08-16 src/libgame/setup.c
694 * fixed bug with wrong MS-DOS 8.3 filename conversion
696 2003-08-16 src/tools.c
697 * fixed bug with invisible mouse cursor when pressing ESC while playing
699 2003-08-16 (various source files)
700 * added another 128 custom elements (disabled in editor by default)
702 2003-08-16 src/editor.c
703 * fixed NULL string bug causing Solaris to crash in sprintf()
705 2003-08-16 src/screen.c
706 * fixed drawing over scrollbar on level selection with custom fonts
708 2003-08-15 src/game.c
709 * cleanup of simple sounds / loop sounds / music settings
711 2003-08-08 (various source files)
712 * added custom element property for dropping collected elements
714 2003-08-08 src/conf_gfx.c
715 * fixed bug with missing graphic for active red disk bomb
717 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
718 * extended variable "level.gravity" to "level.initial_gravity" and
719 "game.current_gravity" to prevent level setting from being changed
720 by playing the level (keeping the runtime value after playing)
722 * fixed graphics bug when digging element that has 'crumbled' graphic
723 definition, but not 'diggable' graphic definition
726 * version number set to 3.0.1
729 * version 3.0.0 released
732 * various bug fixes; among others:
733 - fixed bug with pushing spring over empty space
734 - fixed bug with leaving tube while placing dynamite
735 - fixed bug with explosion of smashed penguins
736 - allow Murphy player graphic in levels with non-Supaplex elements
740 * I have forgotten to document changes for some time
743 * pre-release version 2.2.0rc1 released
746 * version number set to 2.1.2
749 * version 2.1.1 released
752 * version number set to 2.1.1
755 * version 2.1.0 released
758 * version number set to 2.1.0
760 2002-04-03 to 2002-05-19 (various source files)
761 * graphics, sounds and music now fully configurable
762 * bug fixed that prevented walking through tubes when gravity on
764 2002-04-02 src/events.c, src/editor.c
765 * Make Escape key less aggressive when playing or when editing level.
766 This can be configured as an option in the setup menu. (Default is
767 "less aggressive" which means "ask user if something can be lost"
768 when pressing the Escape key.)
770 2002-04-02 src/screen.c
771 * Added "graphics setup" screen.
773 2002-04-01 src/screen.c
774 * Changed "choose level" setup screen stuff to be more generic (to
775 make it easier to add more "choose from generic tree" setup screens).
777 2002-04-01 src/config.c, src/timestamp.h
778 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
779 automatically gets created by "src/Makefile" and contains an actual
780 compile-time timestamp to identify development versions of the game).
782 2002-03-31 src/tape.c, src/events.c
783 * Added quick game/tape save/load functions to tape stuff which can be
784 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
785 loads previously recorded tape and directly goes into recording mode
786 from the end of the tape (therefore appending to the tape).
788 2002-03-31 src/tape.c
789 * Added "index mark" function to tape recorder. When playing or
790 recording, "eject" button changes to "index" button. Setting index
791 mark is not yet implemented, but pressing index button when playing
792 allows very quick advancing to end of tape (when normal playing),
793 very fast forward mode (when playing with normal fast forward) or
794 very fast reaching of "pause before end of tape" (when playing with
795 "pause before end" playing mode).
797 2002-03-30 src/cartoons.c
798 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
800 2002-03-29 src/screen.c
801 * Changed setup screen stuff to be more generic (to make it easier
802 to add more setup screens).
804 2002-03-23 src/main.c, src/main.h
805 * Various changes due to the introduction of the new libgame files
806 "setup.c" and "joystick.c".
808 2002-03-23 src/files.c
809 * Generic parts of "src/files.c" (mainly setup and level directory
810 stuff) moved to new libgame file "src/libgame/setup.c".
812 2002-03-23 src/joystick.c
813 * File "src/joystick.c" moved to libgame source tree, with
814 correspondig changes.
816 2002-03-22 src/screens.c
817 * "HandleChooseLevel()": Another bug in level series navigation fixed.
818 (Wrong level series information displayed when entering main group.)
820 2002-03-22 src/editor.c
821 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
823 2002-03-22 src/editor.c
824 * Changed behaviour of "Escape" key in level editor to be more
825 intuitive: When in "Element Properties" or "Level Info" mode,
826 return to "Drawing Mode" instead of leaving the level editor.
828 2002-03-21 src/game.c, src/editor.c, src/files.c
829 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
830 gems (emeralds, diamonds, ...) slipping down from normal wall,
831 steel wall and growing wall (as in E.M.C. style levels). Although
832 the behaviour of contributed and private levels wasn't changed (due
833 to the use of "level.game_version"; see previous entry), editing
834 those levels will (of course) change the behaviour accordingly.
836 This change seems a bit too hard after thinking about it, because
837 the EM style behaviour is not the "expected" behaviour (gems would
838 normally only slip down from "rounded" walls). Therefore this was
839 now changed to an element property for gem style elements, with the
840 default setting "off" (which means: no special EM style behaviour).
841 To fix older converted levels, this flag is set to "on" for pre-2.0
842 levels that are neither contributed nor private levels.
844 2002-03-20 src/files.h
845 * Corrected settings for "level.game_version" depending of level type.
846 (Contributed and private levels always get played with game engine
847 version they were created with, while converted levels always get
848 played with the most recent version of the game engine, to let new
849 corrections of the emulation behaviour take effect.)
851 2002-03-20 src/main.h
852 * Added "#include <time.h>". This seems to be needed by "tape.c" for
853 compiling the SDL version on some systems.
854 Thanks to the several people who pointed this out.
857 * Version number set to 2.0.2.
860 * Version 2.0.1 released.
862 2002-03-18 src/screens.c
863 * "HandleChooseLevel()": Small bug in level series navigation fixed.
865 2002-03-18 src/files.c [src/libgame/misc.c]
866 * Moved some common functions from src/files.c to src/libgame/misc.c.
868 2002-03-18 src/files.c [src/libgame/misc.c]
869 * Changed permissions for new directories and saved files (especially
870 score files) according to suggestions of Debian users and mantainers.
871 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
873 2002-03-17 src/files.c
874 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
875 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
876 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
877 for levels and "TAPE" for tapes). Old "cookie" style format is
878 still supported for reading. New level and tape files are written
881 * New IFF chunk "VERS" contains version numbers for file and game
882 (where "game version" is the version of the program that wrote the
883 file, and "file version" is a version number to distinguish files
884 with different format, for example after adding new features).
886 2002-03-15 src/screen.c
887 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
888 (Before, you heard a mixture of the in-game music and the
891 2002-03-14 src/events.c
892 * Function "DumpTape()" (files.c) now available by pressing 't' from
893 main menu (when in DEBUG mode).
895 2002-03-14 src/game.c
896 * "GameWon()": When game was won playing a tape, now there is no delay
897 raising the score and no corresponding sound is played.
899 2002-03-14 src/files.c
900 * Changed "LoadTape()" for real chunk support and also adjusted
901 "SaveTape()" accordingly.
903 2002-03-14 src/game.c, src/tape.c, src/files.c
904 * Important changes to tape format: The old tape format stored all
905 actions with a real effect with a corresponding delay between the
906 stored actions. This had some major disadvantages (for example,
907 push delays had to be ignored, pressing a button for some seconds
908 mutated to several single button presses because of the non-action
909 delays between two action frames etc.). The new tape format just
910 stupidly records all device actions and replays them later. I really
911 don't know why I haven't solved it that way before?! Old-style tapes
912 (with tape file version less than 2.0) get converted to the new
913 format on-the-fly when loading and can therefore still be played;
914 only some minor parts of the old-style tape handling code was needed.
915 (A perfect conversion is not possible, because there is information
916 missing about the device actions between two action frames.)
918 2002-03-14 src/files.c
919 * New function "DumpTape()" to dump the contents of the current tape
920 in a human readable format.
922 2002-03-14 src/game.c
923 * Small tape bug fixed: When automatically advancing to next level
924 after a game was won, the tape from the previous level still was
925 loaded as a tape for the new level.
927 2002-03-14 src/tape.c
928 * Small graphical bug fixed: When pressing ""Record" or "Play" on
929 tape, cartoons did not get completely removed because
930 StopAnimation() was not called.
932 2002-03-13 src/files.c
933 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
934 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
935 size even when using 16-bit elements). Added new chunk "CNT2" for
936 16-bit amoeba content (previously written in 8-bit field in "HEAD"
937 chunk even when content was 16-bit element). "CNT2" should now be
938 able to store content for arbitrary elements (up to eight blocks of
939 3 x 3 element arrays). All "CNT2" elements will always be stored as
940 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
942 2002-03-13 src/files.c
943 * Changed "LoadLevel()" for real chunk support.
945 2002-03-12 src/game.c
946 * Fixed problem (introduced after 2.0.0 release) with penguins
947 not getting killed by enemies
949 2002-02-24 src/game.c, src/main.h
950 * Added "player->is_moving"; now "player->last_move_dir" does
951 not contain any information if the player is just moving at
953 Before, "player->last_move_dir" was misused for this purpose
954 for the robot stuff (robots don't kill players when they are
955 moving). But setting "player->last_move_dir" to MV_NO_MOVING
956 broke tapes when walking through pipes!
957 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
958 in a continuous movement. This fact is ignored for friends and