2 * uploaded fixed pre-release version 3.2.0-6 binary and source code
5 * fixed bug when using "CE can leave behind <trigger element>"
6 * added new change condition "(after/when) creation of <element>"
7 * added new change condition "(after/when) digging <element>"
8 * fixed bug accessing invalid gadget that caused crashes under Windows
9 * deactivated new possibility for multiple CE changes per frame
12 * uploaded pre-release (test) version 3.2.0-6 binary and source code
15 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
16 * fixed bug with not keeping CE value for moving CEs with only action
17 * changed CE action selectboxes in editor to be only reset when needed
20 * added option "use artwork from element" for custom player artwork
21 * added option "use explosion from element" for player explosions
24 * added cascaded element lists in the level editor
25 * added persistence for cascaded element lists by "editorcascade.conf"
26 * added dynamic element list with all elements used in current level
27 * added possibility for multiple CE changes per frame (experimental)
30 * uploaded pre-release (test) version 3.2.0-5 binary and source code
33 * changed "score for each 10 seconds/steps left" to "1 second/step"
34 * added own score for collecting "extra time" instead of sharing it
35 * added change events "switched by player" and "player switches <e>"
36 * added change events "snapped by player" and "player snaps <e>"
37 * added "set player artwork: <element choice>" to CE action options
38 * added change event "move of <element>"
41 * added "set player shield: off / normal / deadly" to CE action options
42 * added new player option "use level start element" in level editor
43 to set the correct focus at level start to elements from which the
44 player is created later (this did not work before for cascaded CE
45 changes resulting in creation of the player; it is now also possible
46 to create the player from a yam yam which is smashed at level start)
49 * added "set player speed: frozen (not moving)" to CE action options
50 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
53 * added new player option "block snap field" (enabled by default) to
54 make it possible to show a snapping animation like in Emerald Mine
57 * added dynamic selectboxes to custom element action settings in editor
58 * added "CE value" counter for custom elements (instead of "CE count")
59 * added option to use the last "CE value" after custom element change
60 * added option to use the "CE value" of other elements in CE actions
61 * fixed odd behaviour when pressing time orb in levels w/o time limit
62 * added checkbox "use time orb bug" for older levels that use this bug
65 * added missing configuration settings for the following elements:
66 - EL_TIMEGATE_SWITCH (time of open time gate)
67 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
68 - EL_SHIELD_NORMAL (time of shield duration)
69 - EL_SHIELD_DEADLY (time of shield duration)
70 - EL_EXTRA_TIME (time added to level time)
71 - EL_TIME_ORB_FULL (time added to level time)
74 * added "wind direction" as a movement pattern for custom elements
75 * added initial wind direction for balloon / custom elements to editor
76 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
79 * added parameters for "game of life" and "biomaze" elements to editor
82 * added level file chunk "CONF" for generic level and element settings
85 * uploaded pre-release (test) version 3.2.0-4 binary and source code
88 * skip empty level sets (with "levels: 0"; may be artwork base sets)
89 * added sound action ".page[1]" to ".page[32]" for each CE change page
92 * added image config suffix ".clone_from" to copy whole image settings
93 * fixed bug with invalid ("undefined") CE settings in old level files
96 * fixed graphical bug with smashing elements falling faster than player
99 * fixed major bug which prevented private levels from being edited
100 * fixed bug with precedence of general and special font definitions
103 * fixed graphical bug with player animation when player moves slowly
106 * uploaded pre-release (test) version 3.2.0-3 binary and source code
109 * fixed bug which prevented "global.num_toons: 0" from working
112 * major code cleanup (removed all these annoying "#if 0" blocks)
115 * added custom element actions for CE change page in level editor
118 * fixed music initialization bug in init.c (thanks to David Binderman)
119 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
120 (this bug must probably be fixed at other places, too)
123 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
124 (should be '#include <SDL.h>' instead)
127 * fixed bug which prevented "walkable from no direction" from working
128 (due to compatibility code overwriting this setting after loading)
131 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
134 * version number temporarily set to 3.1.1 (intermediate bugfix release)
135 * version 3.1.1 released
138 * changed some va_arg() arguments from 'long' to 'int', fixing problems
139 on 64-bit architecture systems with LP64 data model
142 * fixed bug with bombs not exploding when hitting the last level line
143 (introduced after the release of 3.1.0)
146 * added support for dumping small-sized level sketches from editor
149 * added recognition of "trigger element" for "change digged element to"
150 (this is not really what the "trigger element" was made for, but its
151 use may seem obvious for leaving back digged elements unchanged)
154 * fixed multiple warnings about failed joystick device initialization
157 * fixed bug with dynamite dropped on top of just dropped custom element
158 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
159 dynamite can still be dropped, but drop key must be released before
162 * fixed bug with wrong start directory when started from file browser
163 (due to this bug, R'n'D could not be started from KDE's Konqueror)
166 * fixed bug causing "change when impact" on player not working
167 * fixed wrong priority of "hitting something" over "hitting <element>"
168 * fixed wrong priority of "hit by something" over "hit by <element>"
171 * fixed graphical bug which caused the player (being Murphy) to show
172 collecting animations although the element was collected by penguin
175 * fixed two bugs causing wrong door background graphics in system.c
176 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
179 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
180 * added "no direction" to "walkable/passable from" selectbox options
183 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
184 * in tape autoplay, not only report broken, but also missing tapes
187 * uploaded pre-release (test) version 3.2.0-2 binary and source code
190 * fixed small bug with "linear" animation not working for active lamp
193 * fixed bug with moving up despite gravity due to "block last field"
194 * fixed small bug with wrong draw offset when typing name in main menu
195 * when reading user names from "passwd", ignore data after first comma
196 * when creating new "levelinfo.conf", only write some selected entries
199 * fixed displaying "imported from/by" on preview with empty string
200 * fixed ignoring draw offset for fonts used for level preview texts
203 * fixed a delay problem with SDL and too many mouse motion events
204 * added setup option "skip levels" and level skipping functionality
207 * added move speed "not moving" for non-moving CEs, but with direction
210 * fixed mapping of obsolete element token names in "editorsetup.conf"
211 * fixed bug with sound "acid.splashing" treated as a loop sound
212 * fixed some little sound bugs in native EM engine
215 * fixed small bug when dragging scrollbars to end positions
218 * added editor element descriptions written by Aaron Davidson
221 * improved fallback handling when configured artwork is not available
222 (now using default artwork instead of exiting when files not found)
225 * fixed bug on level selection screen when dragging scrollbar
228 * fixed bug which caused broken tapes when appending to EM engine tapes
231 * uploaded pre-release (test) version 3.2.0-1 binary and source code
234 * added code to replace changed artwork config tokens with other tokens
235 (needed for backwards compatibility, so that older tokens still work)
238 * added native R'n'D graphics for some new EMC elements in EM engine
241 * fixed some bugs in the EM engine integration code
242 * changed EM engine code to allow diagonal movement
243 * changed EM engine code to allow use of separate snap and drop keys
246 * fixed some redraw bugs when using EM engine
249 * fixed bug with not converting RND levels which are set to use native
250 engine to native level structure when loading
253 * uploaded pre-release (test) version 3.2.0-0 binary and source code
256 * version number set to 3.2.0
259 * level data now reset to defaults after attempt to load invalid file
262 * added use of "editorsetup.conf" for different level sets
265 * added auto-detection for various types of Emerald Mine level files
268 * fixed bug with scrollbars getting too small when list is very large
271 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
274 * added most level editor configuration gadgets for new EMC elements
277 * added more element and graphic definitions for new EMC elements
280 * modified native EM engine to use integrated R'n'D sound system
283 * added SDL support to graphics functions in native EM engine
284 (by always using generic libgame interface functions)
287 * fixed bug in frame synchronization in native EM engine
290 * added code to convert levels between R'n'D and native EM engine
293 * new Emerald Mine engine can now play levels selected in main menu
296 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
297 (which creates scaled down graphics for level editor and preview);
298 there's still a memory leak somewhere in the artwork handling code
299 * added "scale image up" functionality to X11 version of zoom function
302 * first attempts to integrate new, native Emerald Mine Club engine
305 * fixed bug in gadget code which caused reset of CEs in level editor
306 (example: pressing 'b' [grab brush] on CE config page erased values)
307 (solution: check if gadgets in ClickOnGadget() are really mapped)
308 * improved level change detection in editor (settings now also checked)
309 * fixed bug with "can move into acid" and "don't collide with" state
312 * fixed maze runner style CEs to use the configured move delay value
315 * added Aaron Davidson's tutorial level set to the "Tutorials" section
318 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
319 * fixed the above fix because it broke level set "machine" (*sigh*)
320 * fixed random element placement in level editor to work as expected
321 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
324 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
327 * fixed bug (missing array boundary check) which caused broken tapes
328 * fixed bug (when loading level template) which caused broken levels
329 * fixed bug with new block last field code when using non-yellow player
332 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
333 * internal change of how the player blocks the last field when moving
334 * fixed blocking delay of last field for EM and SP style block delay
335 * fixed bug where the player had to wait for the usual move delay after
336 unsuccessfully trying to move, when he directly could move after that
337 * the last two changes should make original Supaplex level 93 solvable
338 * improved use of random number generator to make it less predictable
339 * fixed behaviour of slippery SP elements to let slip left, then right
342 * fixed bug with wrong door state after trying to quickload empty tape
343 * fixed waste of static memory usage of the binary, making it smaller
344 * fixed very little graphical bug in Supaplex explosion
347 * version number set to 3.1.1
350 * version 3.1.0 released
353 * fixed bug with crash when writing user levelinfo.conf the first time
356 * added option "convert LEVELDIR [NR]" to command line batch commands
357 * re-converted Supaplex levels to apply latest engine fixes
358 * changed "use graphic/sound of element" to "use graphic of element"
359 due to compatibility problems with some levels ("bug machine" etc.)
362 * fixed bug with CE change replacing player with same or other player
365 * fixed bug with opaque font in envelope with background graphic when
366 background graphic is not transparent itself
369 * added "gravity on" and "gravity off" ports for Supaplex compatibility
370 * corrected original Supaplex level loading code to use these new ports
371 * also corrected Supaplex loader to auto-count infotrons if set to zero
374 * fixed bug with missing initialization of "modified" flag for GEs
377 * fixed bug that caused endless recursion loop when relocating player
378 * fixed tape recorder bug in "step mode" when using "pause before end"
379 * fixed tape recorder bug when changing from "warp forward" mode
382 * fixed bug with "when touching" for pushed elements at last position
385 * fixed bug that caused two activated toolbox buttons in level editor
386 * fixed bug with exploding dynabomb under player due to other explosion
389 * fixed bug with creating walkable custom element under player (again)
390 * fixed bug with not copying explosion type when copying CEs in editor
391 * fixed graphical bug when drawing player in setup menu (input devices)
392 * fixed graphical bug when the player is pushing an accessible element
393 * fixed bug with classic switchable elements triggering CE changes
394 * fixed bug with entering/leaving walkable element in RelocatePlayer()
395 * fixed crash bug when CE leaves behind the trigger player element
398 * fixed bug with broken tubes after placing/exploding dynamite in them
399 * fixed bug with exploding dynamite under player due to other explosion
400 * fixed bug with not resetting push delay under certain circumstances
403 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
404 * added network multiplayer code for Windows (thanks to Niko Böhm)
407 * added option "reachable despite gravity" for gravity movement
408 * changed gravity movement of most classic walkable and passable
409 elements back to "not reachable" (for compatibility reasons)
412 * fixed (removed) "indestructible" / "can explode" dependency in editor
413 * fixed (removed) "accessible inside" / "protected" dependency
414 * fixed (removed) "step mode" / "shield time" dependency
417 * fixed dynabombs exploding now into anything diggable
418 * fixed Supaplex style gravity movement into buggy base now impossible
419 * added pressing key "space" as valid action to select menu options
422 * added "replace when walkable" to relocate player to walkable element
423 * added "enter"/"leave" event for elements affected by relocation
424 * fixed "direct"/"indirect" change order also for "when change" event
425 * fixed graphical bug when pushing things from elements walkable inside
428 * fixed graphic bug when player is snapping while moving in old levels
429 * fixed bug when a moving custom element leaves a player element behind
430 * fixed bug with mole not disappearing when moving into acid pool
431 * fixed bug with incomplete path setting when using "--basepath" option
432 * moving CE can now leave walkable elements behind under the player
433 * when relocating, player can be set on walkable element now
434 * fixed another gravity movement bug
437 * uploaded pre-release (test) version 3.1.0-2 binary and source code
440 * added "collectible" and "removable" to extended replacement types
441 (where "removable" replaces "diggable" and "collectible" elements)
442 * added "collectible & throwable" (to throw element to the next field)
443 * fixed bug with CEs digging elements that are just about to explode
444 * changed mouse cursor now always being visible when game is paused
447 * added possibility to push/press accessible elements from a side that
449 * fixed bug with not setting actual date when appending to tape
452 * fixed bug with incorrectly initialized custom element editor graphics
455 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
456 - number of levels corrected from 18 to 17 in "levelinfo.conf"
459 * fixed bug with destroyed robot wheel still attracting robots forever
460 * fixed bug with time gate switch deactivating after robot wheel time
461 (while the time gate itself is not affected by this misbehaviour)
462 * changed behaviour of BD style amoeba to always get blocked by player
463 (before it was different when there were non-BD elements in level)
464 * fixed bug with player destroying indestructable elements with shield
467 * added option to make growing elements grow into anything diggable
468 (for the various amoeba types, biomaze and "game of life")
471 * fixed bug with movable elements not moving after left behind by CEs
472 * changed gravity movement to anything diggable, not only sand/base
473 * optionally allowing passing to walkable element, not only empty space
474 * added option "can pass to walkable element" for players
475 * finally fixed gravity movement (hopefully)
478 * fixed bug with movable elements not moving anymore after falling down
481 * fixed another bug with custom elements digging and leaving elements
482 * fixed bug with "along left/right side" and automatic start direction
483 * trigger elements now also displayed when "more custom" deactivated
484 * fixed bug with clipboard element initialized when loading new level
485 * added option "drop delay" to set delay before dropping next element
488 * uploaded pre-release (test) version 3.1.0-1 binary and source code
491 * added copy and paste functions for custom change pages
492 * enhanced graphical display and functionality of tape recorder
493 * fixed bug with custom elements digging and leaving elements
496 * added move speed faster than "very fast" for custom elements
497 * fixed bug with 3+3 style explosions and missing border content
498 * fixed little bug when copying custom elements in the editor
499 * enhanced custom element changes by more side trigger actions
502 * added option "no scrolling when relocating" for instant teleporting
503 * uploaded pre-release (test) version 3.1.0-0 binary and source code
506 * added trigger element and trigger player to use as target elements
507 * added copy and paste functions for custom and group elements
510 * fixed graphical bug when displaying explosion animations
511 * fixed bug when appending to tapes, resulting in broken tapes
512 * re-recorded a few tapes broken by fixing gravity checking bug
515 * "can move into acid" property now for all elements independently
516 * "can fall into acid" property for player stored in same bitfield now
517 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
518 * version number set to 3.1.0 (finally!)
521 * changed tape recording to only record input, not programmed actions
524 * fixed totally broken (every 8th frame skipped) step-by-step recording
525 * fixed bug with requester not displayed when quick-loading interrupted
526 * added option "can fall into acid (with gravity)" for players
527 * fixed bug with player not falling when snapping down with gravity
530 * fixed bug which messed up key config when using keypad number keys
533 * fixed bug which allowed moving upwards even when gravity was active
534 * fixed bug with missing error handling when dumping levels or tapes
537 * added different colored editor graphics for Supaplex gravity tubes
540 * fixed bug that allowed solvable tapes for unsolvable levels
543 * use unlimited number of droppable elements when "count" set to zero
544 * added option to use step limit instead of time limit for level
547 * added player and change page as trigger for custom element change
550 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
553 * fixed bug with dark yamyam changing to acid when moving over acid
554 * fixed handling of levels with more than 999 seconds level time
555 (example: level 76 of "Denmine")
558 * "spring push bug" reintroduced as configurable element property
559 * fixed bug with missing properties for "mole"
560 * fixed bug that showed up when fixing the above "mole" properties bug
561 * added option "can move into acid" for all movable elements
562 * fixed graphical bug for elements moving into acid
563 * changed event handling to handle all pending events before going on
566 * fixed bug which caused all CE change pages to be ignored which had
567 the same change event, but used a different element side
568 (reported by Simon Forsberg)
570 * fixed bug which caused elements that can move and fall and that are
571 transported by a conveyor belt to continue moving into that direction
572 after leaving the conveyor belt, regardless of their own movement
573 type; only elements which can not move are transported now
574 (reported by Simon Forsberg)
576 * fixed bug which could cause an array overflow in RelocatePlayer()
577 (reported by Niko Böhm)
579 * changed Emerald Mine style "passable / over" elements to "protected"
580 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
582 * added new option to select from which side a "walkable/passable"
583 element can be entered
586 * added explosion and ignition delay for elements that can explode
589 * fixed bug which caused player not being protected against enemies
590 when a CE was "walkable / inside" and was not "indestructible"
591 * added "walkable/passable" fields to be "protected/unprotected"
592 against enemies, even if not accessible "inside" but "over/under"
595 * corrected move pattern to 32 bit and initial move direction to 8 bit
598 * added second custom element base configuration page
601 * added some special EMC mappings to Emerald Mine level loader
602 (also covering previously unknown element in level 0 of "Bondmine 8")
605 * added option to block last field when player is moving (for Supaplex)
606 * adjusted push delay of Supaplex elements
607 * removed delays for envelopes etc. when replaying with maximum speed
608 * fixed bug when dropping element on a field that just changed to empty
611 * fixed bug: infotrons can now smash yellow disks
612 * fixed bug: when gravity active, port above player can now be entered
613 * removed "one white dot" mouse pointer which irritated some people
616 * added "choice type" for group element selection
619 * fixed bug with initial invulnerability of non-yellow player
622 * added level loader for loading native Supaplex packed levels
623 (including multi-part levels like the "splvls99" levels)
626 * fixed bug which allowed creating emeralds by escaping explosions
629 * custom elements can change (limited) or leave (unlimited) elements
630 * finally added multiple matches using group elements
631 * added shortcut to dump brush (type ":DB" in editor) for use in forum
634 * added new start movement type "previous" for continued CE movement
635 * added new start movement type "random" for random CE movement start
638 * added new element "sokoban_field_player" needed for Sokoban levels
639 (thanks to Ed Booker for pointing this out!)
642 * added elements that can be digged or left behind by custom elements
645 * added group elements for multiple matches and random element creation
648 * fixed some graphical errors displayed in old levels
651 * fixed wrong double speed movement after passing closing gates
654 * added level loader for loading native Emerald Mine levels
657 * changes for "shooting" style CE movement
660 * Happy New Year! ;-)
663 * changed default snap/drop keys from left/right Shift to Control keys
666 * fixed bug with dead player getting reanimated from custom element
669 * fixed bug with wrong penguin graphics (when entering exit)
672 * fixed bug with wrong "Murphy" graphics (when digging etc.)
675 * version number set to 3.0.9
678 * version 3.0.8 released
681 * added function checked_free()
684 * fixed bug with double nut cracking sound
685 (by eliminating "default element action sound" assignment in init.c)
688 * fixed crash when no music info files are available
691 * fixed boring and sleeping sounds
694 * added "maze runner" and "maze hunter" movement types
695 * added extended collision conditions for custom elements
698 * added warnings for undefined token values in artwork config files
701 * added menu entry for level set information to the info screen
704 * fixed bug with wrong default impact sound for colored emeralds
707 * added several sub-screens for the info screen
708 * menu text now also clickable (not only blue/red sphere left of it)
711 * added configurable "bored" and "sleeping" animations for the player
712 * added "awakening" sound for player when waking up after sleeping
715 * added "copy" and "exchange" functions for custom elements to editor
718 * added configurable element animations for info screen
721 * added configurable music credits for info screen
724 * finally fixed tape recording when player is created from CE change
727 * added "editorsetup.conf" for editor element list configuration
730 * added "musicinfo.conf" for menu and level music configuration
733 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
734 (that only showed up on Linux, but not on Windows systems)
737 * fixed turning movement of butterflies and fireflies (no frame reset)
738 * enhanced sniksnak turning movement (two steps instead of only one)
741 * version number set to 3.0.8
744 * version 3.0.7 released
747 * fixed reset of player animation frame when, for example,
748 walking, digging or collecting share the same animation
749 * fixed CE with "deadly when touching" exploding when touching amoeba
752 * fixed tape recording when player is created from CE element change
755 * introduced "turning..." action graphic for elements with move delay
756 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
757 * added turning animations for bug, spaceship and sniksnak
760 * prevent "extended" changed elements from delay change in same frame
763 * fixed bug when pushing element that can move away to the side
764 (like pushing falling elements, but now with moving elements)
767 * finally fixed serious bug in code for delayed element pushing (again)
770 * unavailable setup options now marked as "n/a" instead of "off"
771 * new boolean directive "latest_engine" for "levelinfo.conf": when set
772 to "true", levels are always played with the latest game engine,
773 which is desired for levels that are imported from other games; all
774 other levels are played with the engine version stored in level file
775 (which is normally the engine version the level was created with)
778 * fixed serious bug in code for delayed element pushing
779 * fixed little bug in animation frame selection for pushed elements
780 * speed-up of reading config file for verbose output
783 * added configuration option for opening and closing Supaplex exit
784 * added configuration option for moving up/down animation for Murphy
785 * fixed incorrectly displayed animation for attacking dragon
786 * fixed bug with not setting initial gravity for each new game
787 * fixed bug with teleportation of player by custom element change
788 * fixed bug with player not getting smashed by rock sometimes
791 * version number set to 3.0.7
794 * version 3.0.6 released
797 * added support for MP3 music for SDL version through SMPEG library
800 * fixed bug when initializing font graphic structure
801 * fixed bug with animation mode "pingpong" when using only 1 frame
802 * fixed bug with extended change target introduced in 3.0.5
803 * fixed bug where passing over moving element doubles player speed
804 * fixed bug with elements continuing to move into push direction
805 * fixed bug with duplicated player when dropping bomb with shield on
806 * added "switching" event for custom elements ("pressing" only once)
807 * fixed switching bug (resetting flag when not switching but not idle)
810 * fixed element tokens for certain file elements with ".active" etc.
813 * version number set to 3.0.6
816 * version 3.0.5 released
819 * now four envelope elements available
820 * font, background, animation and sound for envelope now configurable
821 * main menu doors opening/closing animation type now configurable
824 * active/inactive sides configurable for custom element changes
825 * new movement type "move when pushed" available for custom elements
828 * fixed bug in multiple config pages loader code that caused crashes
831 * enhanced (remaining low-resolution) Supaplex graphics
834 * version number set to 3.0.5
837 * version 3.0.4 released
839 2003-09-12 src/tools.c
840 * fixed bug in custom definition of crumbled element graphics
842 2003-09-11 src/files.c
843 * fixed bug in multiple config pages code that caused crashes
846 * version number set to 3.0.4
849 * version 3.0.3 released
852 * added music to Supaplex classic level set
854 2003-09-07 src/libgame/misc.c
855 * added support for loading various music formats through SDL_mixer
857 2003-09-06 (various source files)
858 * fixed several nasty bugs that may have caused crashes on some systems
859 * added envelope content which gets displayed when collecting envelope
860 * added multiple change event pages for custom elements
862 2003-08-24 src/game.c
863 * fixed problem with player animation when snapping and moving
865 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
866 * fixed problem with flickering when drawing toon animations
868 2003-08-23 src/libgame/sdl.c
869 * fixed problem with setting mouse cursor in SDL version in fullscreen
871 2003-08-23 src/game.c
872 * fixed bug (missing array boundary check) which could crash the game
875 * version number set to 3.0.3
878 * version 3.0.2 released
880 2003-08-21 src/game.c
881 * fixed bug with creating inaccessible elements at player position
883 2003-08-20 src/init.c
884 * fixed bug with not finding current level artwork directory
886 2003-08-20 src/files.c
887 * fixed bug with choosing wrong engine version when playing tapes
888 * fixed bug with messing up custom element properties in 3.0.0 levels
891 * version number set to 3.0.2
894 * version 3.0.1 released
896 2003-08-17 (no source files affected)
897 * changed all "classic" PCX image files with 16 colors or less to
898 256 color (8 bit) storage format, because the Allegro game library
899 cannot handle PCX files with less than 256 colors (contributed
900 graphics are not affected and might look wrong in the DOS version)
902 2003-08-16 src/init.c
903 * fixed bug which (for example) crashed the level editor when defining
904 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
905 (only set to default) -- invalid graphics now set to default graphic
907 2003-08-16 src/init.c
908 * fixed graphical bug of player digging/collecting/snapping element
909 when no corresponding graphic/animation is defined for this action,
910 resulting in player being drawn as EL_EMPTY (which should only be
911 done to elements being collected, but not to the player)
913 2003-08-16 src/game.c
914 * fixed small graphical bug of player not totally moving into exit
916 2003-08-16 src/libgame/setup.c
917 * fixed bug with wrong MS-DOS 8.3 filename conversion
919 2003-08-16 src/tools.c
920 * fixed bug with invisible mouse cursor when pressing ESC while playing
922 2003-08-16 (various source files)
923 * added another 128 custom elements (disabled in editor by default)
925 2003-08-16 src/editor.c
926 * fixed NULL string bug causing Solaris to crash in sprintf()
928 2003-08-16 src/screen.c
929 * fixed drawing over scrollbar on level selection with custom fonts
931 2003-08-15 src/game.c
932 * cleanup of simple sounds / loop sounds / music settings
934 2003-08-08 (various source files)
935 * added custom element property for dropping collected elements
937 2003-08-08 src/conf_gfx.c
938 * fixed bug with missing graphic for active red disk bomb
940 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
941 * extended variable "level.gravity" to "level.initial_gravity" and
942 "game.current_gravity" to prevent level setting from being changed
943 by playing the level (keeping the runtime value after playing)
945 * fixed graphics bug when digging element that has 'crumbled' graphic
946 definition, but not 'diggable' graphic definition
949 * version number set to 3.0.1
952 * version 3.0.0 released
955 * various bug fixes; among others:
956 - fixed bug with pushing spring over empty space
957 - fixed bug with leaving tube while placing dynamite
958 - fixed bug with explosion of smashed penguins
959 - allow Murphy player graphic in levels with non-Supaplex elements
963 * I have forgotten to document changes for some time
966 * pre-release version 2.2.0rc1 released
969 * version number set to 2.1.2
972 * version 2.1.1 released
975 * version number set to 2.1.1
978 * version 2.1.0 released
981 * version number set to 2.1.0
983 2002-04-03 to 2002-05-19 (various source files)
984 * graphics, sounds and music now fully configurable
985 * bug fixed that prevented walking through tubes when gravity on
987 2002-04-02 src/events.c, src/editor.c
988 * Make Escape key less aggressive when playing or when editing level.
989 This can be configured as an option in the setup menu. (Default is
990 "less aggressive" which means "ask user if something can be lost"
991 when pressing the Escape key.)
993 2002-04-02 src/screen.c
994 * Added "graphics setup" screen.
996 2002-04-01 src/screen.c
997 * Changed "choose level" setup screen stuff to be more generic (to
998 make it easier to add more "choose from generic tree" setup screens).
1000 2002-04-01 src/config.c, src/timestamp.h
1001 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1002 automatically gets created by "src/Makefile" and contains an actual
1003 compile-time timestamp to identify development versions of the game).
1005 2002-03-31 src/tape.c, src/events.c
1006 * Added quick game/tape save/load functions to tape stuff which can be
1007 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1008 loads previously recorded tape and directly goes into recording mode
1009 from the end of the tape (therefore appending to the tape).
1011 2002-03-31 src/tape.c
1012 * Added "index mark" function to tape recorder. When playing or
1013 recording, "eject" button changes to "index" button. Setting index
1014 mark is not yet implemented, but pressing index button when playing
1015 allows very quick advancing to end of tape (when normal playing),
1016 very fast forward mode (when playing with normal fast forward) or
1017 very fast reaching of "pause before end of tape" (when playing with
1018 "pause before end" playing mode).
1020 2002-03-30 src/cartoons.c
1021 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1023 2002-03-29 src/screen.c
1024 * Changed setup screen stuff to be more generic (to make it easier
1025 to add more setup screens).
1027 2002-03-23 src/main.c, src/main.h
1028 * Various changes due to the introduction of the new libgame files
1029 "setup.c" and "joystick.c".
1031 2002-03-23 src/files.c
1032 * Generic parts of "src/files.c" (mainly setup and level directory
1033 stuff) moved to new libgame file "src/libgame/setup.c".
1035 2002-03-23 src/joystick.c
1036 * File "src/joystick.c" moved to libgame source tree, with
1037 correspondig changes.
1039 2002-03-22 src/screens.c
1040 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1041 (Wrong level series information displayed when entering main group.)
1043 2002-03-22 src/editor.c
1044 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1046 2002-03-22 src/editor.c
1047 * Changed behaviour of "Escape" key in level editor to be more
1048 intuitive: When in "Element Properties" or "Level Info" mode,
1049 return to "Drawing Mode" instead of leaving the level editor.
1051 2002-03-21 src/game.c, src/editor.c, src/files.c
1052 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1053 gems (emeralds, diamonds, ...) slipping down from normal wall,
1054 steel wall and growing wall (as in E.M.C. style levels). Although
1055 the behaviour of contributed and private levels wasn't changed (due
1056 to the use of "level.game_version"; see previous entry), editing
1057 those levels will (of course) change the behaviour accordingly.
1059 This change seems a bit too hard after thinking about it, because
1060 the EM style behaviour is not the "expected" behaviour (gems would
1061 normally only slip down from "rounded" walls). Therefore this was
1062 now changed to an element property for gem style elements, with the
1063 default setting "off" (which means: no special EM style behaviour).
1064 To fix older converted levels, this flag is set to "on" for pre-2.0
1065 levels that are neither contributed nor private levels.
1067 2002-03-20 src/files.h
1068 * Corrected settings for "level.game_version" depending of level type.
1069 (Contributed and private levels always get played with game engine
1070 version they were created with, while converted levels always get
1071 played with the most recent version of the game engine, to let new
1072 corrections of the emulation behaviour take effect.)
1074 2002-03-20 src/main.h
1075 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1076 compiling the SDL version on some systems.
1077 Thanks to the several people who pointed this out.
1080 * Version number set to 2.0.2.
1083 * Version 2.0.1 released.
1085 2002-03-18 src/screens.c
1086 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1088 2002-03-18 src/files.c [src/libgame/misc.c]
1089 * Moved some common functions from src/files.c to src/libgame/misc.c.
1091 2002-03-18 src/files.c [src/libgame/misc.c]
1092 * Changed permissions for new directories and saved files (especially
1093 score files) according to suggestions of Debian users and mantainers.
1094 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1096 2002-03-17 src/files.c
1097 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1098 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1099 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1100 for levels and "TAPE" for tapes). Old "cookie" style format is
1101 still supported for reading. New level and tape files are written
1104 * New IFF chunk "VERS" contains version numbers for file and game
1105 (where "game version" is the version of the program that wrote the
1106 file, and "file version" is a version number to distinguish files
1107 with different format, for example after adding new features).
1109 2002-03-15 src/screen.c
1110 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1111 (Before, you heard a mixture of the in-game music and the
1112 hall-of-fame music.)
1114 2002-03-14 src/events.c
1115 * Function "DumpTape()" (files.c) now available by pressing 't' from
1116 main menu (when in DEBUG mode).
1118 2002-03-14 src/game.c
1119 * "GameWon()": When game was won playing a tape, now there is no delay
1120 raising the score and no corresponding sound is played.
1122 2002-03-14 src/files.c
1123 * Changed "LoadTape()" for real chunk support and also adjusted
1124 "SaveTape()" accordingly.
1126 2002-03-14 src/game.c, src/tape.c, src/files.c
1127 * Important changes to tape format: The old tape format stored all
1128 actions with a real effect with a corresponding delay between the
1129 stored actions. This had some major disadvantages (for example,
1130 push delays had to be ignored, pressing a button for some seconds
1131 mutated to several single button presses because of the non-action
1132 delays between two action frames etc.). The new tape format just
1133 stupidly records all device actions and replays them later. I really
1134 don't know why I haven't solved it that way before?! Old-style tapes
1135 (with tape file version less than 2.0) get converted to the new
1136 format on-the-fly when loading and can therefore still be played;
1137 only some minor parts of the old-style tape handling code was needed.
1138 (A perfect conversion is not possible, because there is information
1139 missing about the device actions between two action frames.)
1141 2002-03-14 src/files.c
1142 * New function "DumpTape()" to dump the contents of the current tape
1143 in a human readable format.
1145 2002-03-14 src/game.c
1146 * Small tape bug fixed: When automatically advancing to next level
1147 after a game was won, the tape from the previous level still was
1148 loaded as a tape for the new level.
1150 2002-03-14 src/tape.c
1151 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1152 tape, cartoons did not get completely removed because
1153 StopAnimation() was not called.
1155 2002-03-13 src/files.c
1156 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1157 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1158 size even when using 16-bit elements). Added new chunk "CNT2" for
1159 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1160 chunk even when content was 16-bit element). "CNT2" should now be
1161 able to store content for arbitrary elements (up to eight blocks of
1162 3 x 3 element arrays). All "CNT2" elements will always be stored as
1163 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1165 2002-03-13 src/files.c
1166 * Changed "LoadLevel()" for real chunk support.
1168 2002-03-12 src/game.c
1169 * Fixed problem (introduced after 2.0.0 release) with penguins
1170 not getting killed by enemies
1172 2002-02-24 src/game.c, src/main.h
1173 * Added "player->is_moving"; now "player->last_move_dir" does
1174 not contain any information if the player is just moving at
1176 Before, "player->last_move_dir" was misused for this purpose
1177 for the robot stuff (robots don't kill players when they are
1178 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1179 broke tapes when walking through pipes!
1180 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1181 in a continuous movement. This fact is ignored for friends and