2 * fixed totally broken (every 8th frame skipped) step-by-step recording
3 * fixed bug with requester not displayed when quick-loading interrupted
6 * fixed bug which messed up key config when using keypad number keys
9 * fixed bug which allowed moving upwards even when gravity was active
10 * fixed bug with missing error handling when dumping levels or tapes
13 * added different colored editor graphics for Supaplex gravity tubes
16 * fixed bug that allowed solvable tapes for unsolvable levels
19 * use unlimited number of droppable elements when "count" set to zero
20 * added option to use step limit instead of time limit for level
23 * added player and change page as trigger for custom element change
26 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
29 * fixed bug with dark yamyam changing to acid when moving over acid
30 * fixed handling of levels with more than 999 seconds level time
31 (example: level 76 of "Denmine")
34 * "spring push bug" reintroduced as configurable element property
35 * fixed bug with missing properties for "mole"
36 * fixed bug that showed up when fixing the above "mole" properties bug
37 * added option "can move into acid" for all movable elements
38 * fixed graphical bug for elements moving into acid
39 * changed event handling to handle all pending events before going on
42 * fixed bug which caused all CE change pages to be ignored which had
43 the same change event, but used a different element side
44 (reported by Simon Forsberg)
46 * fixed bug which caused elements that can move and fall and that are
47 transported by a conveyor belt to continue moving into that direction
48 after leaving the conveyor belt, regardless of their own movement
49 type; only elements which can not move are transported now
50 (reported by Simon Forsberg)
52 * fixed bug which could cause an array overflow in RelocatePlayer()
53 (reported by Niko Böhm)
55 * changed Emerald Mine style "passable / over" elements to "protected"
56 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
58 * added new option to select from which side a "walkable/passable"
59 element can be entered
62 * added explosion and ignition delay for elements that can explode
65 * fixed bug which caused player not being protected against enemies
66 when a CE was "walkable / inside" and was not "indestructible"
67 * added "walkable/passable" fields to be "protected/unprotected"
68 against enemies, even if not accessible "inside" but "over/under"
71 * corrected move pattern to 32 bit and initial move direction to 8 bit
74 * added second custom element base configuration page
77 * added some special EMC mappings to Emerald Mine level loader
78 (also covering previously unknown element in level 0 of "Bondmine 8")
81 * added option to block last field when player is moving (for Supaplex)
82 * adjusted push delay of Supaplex elements
83 * removed delays for envelopes etc. when replaying with maximum speed
84 * fixed bug when dropping element on a field that just changed to empty
87 * fixed bug: infotrons can now smash yellow disks
88 * fixed bug: when gravity active, port above player can now be entered
89 * removed "one white dot" mouse pointer which irritated some people
92 * added "choice type" for group element selection
95 * fixed bug with initial invulnerability of non-yellow player
98 * added level loader for loading native Supaplex packed levels
99 (including multi-part levels like the "splvls99" levels)
102 * fixed bug which allowed creating emeralds by escaping explosions
105 * custom elements can change (limited) or leave (unlimited) elements
106 * finally added multiple matches using group elements
107 * added shortcut to dump brush (type ":DB" in editor) for use in forum
110 * added new start movement type "previous" for continued CE movement
111 * added new start movement type "random" for random CE movement start
114 * added new element "sokoban_field_player" needed for Sokoban levels
115 (thanks to Ed Booker for pointing this out!)
118 * added elements that can be digged or left behind by custom elements
121 * added group elements for multiple matches and random element creation
124 * fixed some graphical errors displayed in old levels
127 * fixed wrong double speed movement after passing closing gates
130 * added level loader for loading native Emerald Mine levels
133 * changes for "shooting" style CE movement
136 * Happy New Year! ;-)
139 * changed default snap/drop keys from left/right Shift to Control keys
142 * fixed bug with dead player getting reanimated from custom element
145 * fixed bug with wrong penguin graphics (when entering exit)
148 * fixed bug with wrong "Murphy" graphics (when digging etc.)
151 * Version number set to 3.0.9.
154 * Version 3.0.8 released.
157 * added function checked_free()
160 * fixed bug with double nut cracking sound
161 (by eliminating "default element action sound" assignment in init.c)
164 * fixed crash when no music info files are available
167 * fixed boring and sleeping sounds
170 * added "maze runner" and "maze hunter" movement types
171 * added extended collision conditions for custom elements
174 * added warnings for undefined token values in artwork config files
177 * added menu entry for level set information to the info screen
180 * fixed bug with wrong default impact sound for colored emeralds
183 * added several sub-screens for the info screen
184 * menu text now also clickable (not only blue/red sphere left of it)
187 * added configurable "bored" and "sleeping" animations for the player
188 * added "awakening" sound for player when waking up after sleeping
191 * added "copy" and "exchange" functions for custom elements to editor
194 * added configurable element animations for info screen
197 * added configurable music credits for info screen
200 * finally fixed tape recording when player is created from CE change
203 * added "editorsetup.conf" for editor element list configuration
206 * added "musicinfo.conf" for menu and level music configuration
209 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
210 (that only showed up on Linux, but not on Windows systems)
213 * fixed turning movement of butterflies and fireflies (no frame reset)
214 * enhanced sniksnak turning movement (two steps instead of only one)
217 * Version number set to 3.0.8.
220 * Version 3.0.7 released.
223 * fixed reset of player animation frame when, for example,
224 walking, digging or collecting share the same animation
225 * fixed CE with "deadly when touching" exploding when touching amoeba
228 * fixed tape recording when player is created from CE element change
231 * introduced "turning..." action graphic for elements with move delay
232 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
233 * added turning animations for bug, spaceship and sniksnak
236 * prevent "extended" changed elements from delay change in same frame
239 * fixed bug when pushing element that can move away to the side
240 (like pushing falling elements, but now with moving elements)
243 * finally fixed serious bug in code for delayed element pushing (again)
246 * unavailable setup options now marked as "n/a" instead of "off"
247 * new boolean directive "latest_engine" for "levelinfo.conf": when set
248 to "true", levels are always played with the latest game engine,
249 which is desired for levels that are imported from other games; all
250 other levels are played with the engine version stored in level file
251 (which is normally the engine version the level was created with)
254 * fixed serious bug in code for delayed element pushing
255 * fixed little bug in animation frame selection for pushed elements
256 * speed-up of reading config file for verbose output
259 * added configuration option for opening and closing Supaplex exit
260 * added configuration option for moving up/down animation for Murphy
261 * fixed incorrectly displayed animation for attacking dragon
262 * fixed bug with not setting initial gravity for each new game
263 * fixed bug with teleportation of player by custom element change
264 * fixed bug with player not getting smashed by rock sometimes
267 * Version number set to 3.0.7.
270 * Version 3.0.6 released.
273 * added support for MP3 music for SDL version through SMPEG library
276 * fixed bug when initializing font graphic structure
277 * fixed bug with animation mode "pingpong" when using only 1 frame
278 * fixed bug with extended change target introduced in 3.0.5
279 * fixed bug where passing over moving element doubles player speed
280 * fixed bug with elements continuing to move into push direction
281 * fixed bug with duplicated player when dropping bomb with shield on
282 * added "switching" event for custom elements ("pressing" only once)
283 * fixed switching bug (resetting flag when not switching but not idle)
286 * fixed element tokens for certain file elements with ".active" etc.
289 * Version number set to 3.0.6.
292 * Version 3.0.5 released.
295 * now four envelope elements available
296 * font, background, animation and sound for envelope now configurable
297 * main menu doors opening/closing animation type now configurable
300 * active/inactive sides configurable for custom element changes
301 * new movement type "move when pushed" available for custom elements
304 * fixed bug in multiple config pages loader code that caused crashes
307 * enhanced (remaining low-resolution) Supaplex graphics
310 * Version number set to 3.0.5.
313 * Version 3.0.4 released.
315 2003-09-12 src/tools.c
316 * fixed bug in custom definition of crumbled element graphics
318 2003-09-11 src/files.c
319 * fixed bug in multiple config pages code that caused crashes
322 * Version number set to 3.0.4.
325 * Version 3.0.3 released.
328 * added music to Supaplex classic level set
330 2003-09-07 src/libgame/misc.c
331 * added support for loading various music formats through SDL_mixer
333 2003-09-06 (various source files)
334 * fixed several nasty bugs that may have caused crashes on some systems
335 * added envelope content which gets displayed when collecting envelope
336 * added multiple change event pages for custom elements
338 2003-08-24 src/game.c
339 * fixed problem with player animation when snapping and moving
341 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
342 * fixed problem with flickering when drawing toon animations
344 2003-08-23 src/libgame/sdl.c
345 * fixed problem with setting mouse cursor in SDL version in fullscreen
347 2003-08-23 src/game.c
348 * fixed bug (missing array boundary check) which could crash the game
351 * Version number set to 3.0.3.
354 * Version 3.0.2 released.
356 2003-08-21 src/game.c
357 * fixed bug with creating inaccessible elements at player position
359 2003-08-20 src/init.c
360 * fixed bug with not finding current level artwork directory
362 2003-08-20 src/files.c
363 * fixed bug with choosing wrong engine version when playing tapes
364 * fixed bug with messing up custom element properties in 3.0.0 levels
367 * Version number set to 3.0.2.
370 * Version 3.0.1 released.
372 2003-08-17 (no source files affected)
373 * changed all "classic" PCX image files with 16 colors or less to
374 256 color (8 bit) storage format, because the Allegro game library
375 cannot handle PCX files with less than 256 colors (contributed
376 graphics are not affected and might look wrong in the DOS version)
378 2003-08-16 src/init.c
379 * fixed bug which (for example) crashed the level editor when defining
380 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
381 (only set to default) -- invalid graphics now set to default graphic
383 2003-08-16 src/init.c
384 * fixed graphical bug of player digging/collecting/snapping element
385 when no corresponding graphic/animation is defined for this action,
386 resulting in player being drawn as EL_EMPTY (which should only be
387 done to elements being collected, but not to the player)
389 2003-08-16 src/game.c
390 * fixed small graphical bug of player not totally moving into exit
392 2003-08-16 src/libgame/setup.c
393 * fixed bug with wrong MS-DOS 8.3 filename conversion
395 2003-08-16 src/tools.c
396 * fixed bug with invisible mouse cursor when pressing ESC while playing
398 2003-08-16 (various source files)
399 * added another 128 custom elements (disabled in editor by default)
401 2003-08-16 src/editor.c
402 * fixed NULL string bug causing Solaris to crash in sprintf()
404 2003-08-16 src/screen.c
405 * fixed drawing over scrollbar on level selection with custom fonts
407 2003-08-15 src/game.c
408 * cleanup of simple sounds / loop sounds / music settings
410 2003-08-08 (various source files)
411 * added custom element property for dropping collected elements
413 2003-08-08 src/conf_gfx.c
414 * fixed bug with missing graphic for active red disk bomb
416 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
417 * Extended variable "level.gravity" to "level.initial_gravity" and
418 "game.current_gravity" to prevent level setting from being changed
419 by playing the level (keeping the runtime value after playing).
421 * Fixed graphics bug when digging element that has 'crumbled' graphic
422 definition, but not 'diggable' graphic definition.
425 * Version number set to 3.0.1.
428 * Version 3.0.0 released.
431 * various bug fixes; among others:
432 - fixed bug with pushing spring over empty space
433 - fixed bug with leaving tube while placing dynamite
434 - fixed bug with explosion of smashed penguins
435 - allow Murphy player graphic in levels with non-Supaplex elements
439 * I have forgotten to document changes for some time.
442 * Pre-Release Version 2.2.0rc1 released.
445 * Version number set to 2.1.2.
448 * Version 2.1.1 released.
451 * Version number set to 2.1.1.
454 * Version 2.1.0 released.
457 * Version number set to 2.1.0.
459 2002-04-03 to 2002-05-19 (various source files)
460 * graphics, sounds and music now fully configurable
461 * bug fixed that prevented walking through tubes when gravity on
463 2002-04-02 src/events.c, src/editor.c
464 * Make Escape key less aggressive when playing or when editing level.
465 This can be configured as an option in the setup menu. (Default is
466 "less aggressive" which means "ask user if something can be lost"
467 when pressing the Escape key.)
469 2002-04-02 src/screen.c
470 * Added "graphics setup" screen.
472 2002-04-01 src/screen.c
473 * Changed "choose level" setup screen stuff to be more generic (to
474 make it easier to add more "choose from generic tree" setup screens).
476 2002-04-01 src/config.c, src/timestamp.h
477 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
478 automatically gets created by "src/Makefile" and contains an actual
479 compile-time timestamp to identify development versions of the game).
481 2002-03-31 src/tape.c, src/events.c
482 * Added quick game/tape save/load functions to tape stuff which can be
483 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
484 loads previously recorded tape and directly goes into recording mode
485 from the end of the tape (therefore appending to the tape).
487 2002-03-31 src/tape.c
488 * Added "index mark" function to tape recorder. When playing or
489 recording, "eject" button changes to "index" button. Setting index
490 mark is not yet implemented, but pressing index button when playing
491 allows very quick advancing to end of tape (when normal playing),
492 very fast forward mode (when playing with normal fast forward) or
493 very fast reaching of "pause before end of tape" (when playing with
494 "pause before end" playing mode).
496 2002-03-30 src/cartoons.c
497 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
499 2002-03-29 src/screen.c
500 * Changed setup screen stuff to be more generic (to make it easier
501 to add more setup screens).
503 2002-03-23 src/main.c, src/main.h
504 * Various changes due to the introduction of the new libgame files
505 "setup.c" and "joystick.c".
507 2002-03-23 src/files.c
508 * Generic parts of "src/files.c" (mainly setup and level directory
509 stuff) moved to new libgame file "src/libgame/setup.c".
511 2002-03-23 src/joystick.c
512 * File "src/joystick.c" moved to libgame source tree, with
513 correspondig changes.
515 2002-03-22 src/screens.c
516 * "HandleChooseLevel()": Another bug in level series navigation fixed.
517 (Wrong level series information displayed when entering main group.)
519 2002-03-22 src/editor.c
520 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
522 2002-03-22 src/editor.c
523 * Changed behaviour of "Escape" key in level editor to be more
524 intuitive: When in "Element Properties" or "Level Info" mode,
525 return to "Drawing Mode" instead of leaving the level editor.
527 2002-03-21 src/game.c, src/editor.c, src/files.c
528 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
529 gems (emeralds, diamonds, ...) slipping down from normal wall,
530 steel wall and growing wall (as in E.M.C. style levels). Although
531 the behaviour of contributed and private levels wasn't changed (due
532 to the use of "level.game_version"; see previous entry), editing
533 those levels will (of course) change the behaviour accordingly.
535 This change seems a bit too hard after thinking about it, because
536 the EM style behaviour is not the "expected" behaviour (gems would
537 normally only slip down from "rounded" walls). Therefore this was
538 now changed to an element property for gem style elements, with the
539 default setting "off" (which means: no special EM style behaviour).
540 To fix older converted levels, this flag is set to "on" for pre-2.0
541 levels that are neither contributed nor private levels.
543 2002-03-20 src/files.h
544 * Corrected settings for "level.game_version" depending of level type.
545 (Contributed and private levels always get played with game engine
546 version they were created with, while converted levels always get
547 played with the most recent version of the game engine, to let new
548 corrections of the emulation behaviour take effect.)
550 2002-03-20 src/main.h
551 * Added "#include <time.h>". This seems to be needed by "tape.c" for
552 compiling the SDL version on some systems.
553 Thanks to the several people who pointed this out.
556 * Version number set to 2.0.2.
559 * Version 2.0.1 released.
561 2002-03-18 src/screens.c
562 * "HandleChooseLevel()": Small bug in level series navigation fixed.
564 2002-03-18 src/files.c [src/libgame/misc.c]
565 * Moved some common functions from src/files.c to src/libgame/misc.c.
567 2002-03-18 src/files.c [src/libgame/misc.c]
568 * Changed permissions for new directories and saved files (especially
569 score files) according to suggestions of Debian users and mantainers.
570 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
572 2002-03-17 src/files.c
573 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
574 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
575 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
576 for levels and "TAPE" for tapes). Old "cookie" style format is
577 still supported for reading. New level and tape files are written
580 * New IFF chunk "VERS" contains version numbers for file and game
581 (where "game version" is the version of the program that wrote the
582 file, and "file version" is a version number to distinguish files
583 with different format, for example after adding new features).
585 2002-03-15 src/screen.c
586 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
587 (Before, you heard a mixture of the in-game music and the
590 2002-03-14 src/events.c
591 * Function "DumpTape()" (files.c) now available by pressing 't' from
592 main menu (when in DEBUG mode).
594 2002-03-14 src/game.c
595 * "GameWon()": When game was won playing a tape, now there is no delay
596 raising the score and no corresponding sound is played.
598 2002-03-14 src/files.c
599 * Changed "LoadTape()" for real chunk support and also adjusted
600 "SaveTape()" accordingly.
602 2002-03-14 src/game.c, src/tape.c, src/files.c
603 * Important changes to tape format: The old tape format stored all
604 actions with a real effect with a corresponding delay between the
605 stored actions. This had some major disadvantages (for example,
606 push delays had to be ignored, pressing a button for some seconds
607 mutated to several single button presses because of the non-action
608 delays between two action frames etc.). The new tape format just
609 stupidly records all device actions and replays them later. I really
610 don't know why I haven't solved it that way before?! Old-style tapes
611 (with tape file version less than 2.0) get converted to the new
612 format on-the-fly when loading and can therefore still be played;
613 only some minor parts of the old-style tape handling code was needed.
614 (A perfect conversion is not possible, because there is information
615 missing about the device actions between two action frames.)
617 2002-03-14 src/files.c
618 * New function "DumpTape()" to dump the contents of the current tape
619 in a human readable format.
621 2002-03-14 src/game.c
622 * Small tape bug fixed: When automatically advancing to next level
623 after a game was won, the tape from the previous level still was
624 loaded as a tape for the new level.
626 2002-03-14 src/tape.c
627 * Small graphical bug fixed: When pressing ""Record" or "Play" on
628 tape, cartoons did not get completely removed because
629 StopAnimation() was not called.
631 2002-03-13 src/files.c
632 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
633 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
634 size even when using 16-bit elements). Added new chunk "CNT2" for
635 16-bit amoeba content (previously written in 8-bit field in "HEAD"
636 chunk even when content was 16-bit element). "CNT2" should now be
637 able to store content for arbitrary elements (up to eight blocks of
638 3 x 3 element arrays). All "CNT2" elements will always be stored as
639 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
641 2002-03-13 src/files.c
642 * Changed "LoadLevel()" for real chunk support.
644 2002-03-12 src/game.c
645 * Fixed problem (introduced after 2.0.0 release) with penguins
646 not getting killed by enemies
648 2002-02-24 src/game.c, src/main.h
649 * Added "player->is_moving"; now "player->last_move_dir" does
650 not contain any information if the player is just moving at
652 Before, "player->last_move_dir" was misused for this purpose
653 for the robot stuff (robots don't kill players when they are
654 moving). But setting "player->last_move_dir" to MV_NO_MOVING
655 broke tapes when walking through pipes!
656 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
657 in a continuous movement. This fact is ignored for friends and