2 * fixed bug with scrollbars inside editor when using the Windows mouse
3 enhancement tool "True X-Mouse" (which injects key events to the event
4 queue to insert selected stuff into the Windows clipboard, which gets
5 confused with the "Insert" key for jumping to the last editor cascade
6 block in the element list)
9 * added selection of preferred fullscreen mode to setup / graphics menu
10 (useful if default mode 800 x 600 does not match screen aspect ratio)
13 * improved down-scaling of images for better level and preview graphics
14 * changed user data directory for Mac OS X from Unix style to new place
17 * improved level number selection in main menu and player selection in
18 setup menu (input devices section) by using standard button gadgets
19 * added support for mouse scroll wheel (caused buggy behaviour before)
20 * added support for scrolling horizontal scrollbars with mouse wheel by
21 holding "Shift" key pressed while scrolling the wheel
22 * added support for single step mouse wheel scrolling by holding "Alt"
23 key pressed while scrolling the wheel (can be combined with "Shift")
24 * changed output file "stderr.txt" on Windows platform now always to be
25 created in the R'n'D sub-directory of the personal documents directory
26 * added Windows message box to direct to "stderr.txt" after error aborts
29 * improved general scrollbar handling (when jump-scrolling scrollbars)
32 * changed scrollbars to always show last line as first after scrolling
33 (that means jumping n - 1 screen lines instead of n screen lines)
36 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
37 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
38 * fixed special handling of vertically stacked acid becoming fake acid
41 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
42 affect multiple instances of the same CE, although this kind of
43 change condition usually only affects one single custom element
46 * version number set to 3.2.1
49 * version 3.2.0 released
52 * reorganized level editor element list a bit to match engines better
55 * fixed newly introduced bug with wrongly initializing clipboard element
58 * fixed bug with displaying visible/invisible level border in editor
61 * reorganized some elements in the level editor element list
64 * fixed bug with displaying any player as "yellow" when moving into acid
65 * fixed bug with displaying running player when player stopped at border
68 * fixed bug with player exploding when moving into acid
69 * fixed bug with level settings being reset in editor and when playing
70 (some compatibility settings being set not only after level loading)
71 * fixed crash bug when number of custom graphic frames was set to zero
72 * fixed bug with teleporting player on walkable tile not working anymore
73 * added partial compatibility support for pre-release-only "CONF" chunk
74 (to make Alan Bond's "color cycle" demo work again :-) )
77 * fixed some bugs when displaying title screens from info screen menu
78 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
81 * changed file major version to 3 to reflect level file format changes
82 * uploaded pre-release (test) version 3.2.0-8 binary and source code
85 * added new chunk "NAME" to level file format for level name settings
86 * added new chunk "NOTE" to level file format for envelope settings
87 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
88 * updated magic(5) file to recognize changed and new level file chunks
89 * removed change events "change when CE value/score changes" as unneeded
92 * changed gravity (which only affects the player) from level property
93 to player property (only makes a difference in multi-player levels)
94 * added change events "change when CE value/score changes"
95 * added change events "change when CE value/score changes of <element>"
98 * added new chunk "INFO" to level file format for global level settings
99 * added all element settings from "HEAD" chunk to "CONF" chunk
100 * added all global level settings from "HEAD" chunk to "INFO" chunk
103 * changed level file format by adding two new chunks "CUSX" (for custom
104 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
105 elements, replacing the previous "GRP1" chunk); these new IFF style
106 chunks use the new and flexible "micro chunks inside chunks" technique
107 already used with the new "CONF" chunk (for normal element properties)
108 which makes it possible to easily extend the existing level format
109 (instead of using fixed-length chunks like before, which are either
110 too big due to reserved bytes for future use, or too small when those
111 reserved bytes have all been used and even more data should be stored,
112 requiring the replacement by new and larger chunks just like it went
113 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
116 * added credits pages to the "credits" section that were really missing
117 * added some missing element descriptions to the level editor
118 * added down position of switchgate switch to the level editor
119 and allowed the use of both switch positions at the same time
120 * changed use of "Insert" and "Delete" keys to navigate element list in
121 level editor to start of previous or next cascading block of elements
124 * added the possibility to view the title screen to the info screen menu
125 * fixed some minor bugs with viewing title screens
128 * fixed bug with title (cross)fading in/out when using fullscreen mode
131 * fixed bug that forced re-defining of menu settings in local graphics
132 config file which are already defined in existing base config file
133 * fixed small bug that caused door sounds playing when music is enabled
136 * added the possibility to define up to five title screens for each
137 level set that are displayed after loading using (cross)fading in/out
138 (this was added to display the various start images of the EMC sets)
141 * added "CE score gets zero [of]" to custom element trigger conditions
142 * added setup option to display element token name in level editor
145 * added compatibility code for Juergen Bonhagen's menu artwork settings
148 * fixed bug with displaying wrong animation frame 0 after CE changes
149 * fixed bug with creating invisible elements when light switch is on
152 * added selection between ECS and AGA graphics for EMC levels to setup
155 * adjusted font handling for various narrow EMC style fonts
158 * changed EM engine behaviour back to re-allow initial rolling springs
161 * fixed handling of over-large selectboxes (less error-prone now)
162 * fixed bug when creating GE with walkable element under the player
165 * added use of "Insert" and "Delete" keys to navigate element list in
166 level editor to start of custom elements or start of group elements
167 * added virtual elements to access CE value and CE score of elements:
168 - "CE value of triggering element"
169 - "CE score of triggering element"
170 - "CE value of current element"
171 - "CE score of current element"
174 * fixed "grass" to "sand" in older EM levels (up to file version V4)
177 * changed behaviour of network games with internal errors (because of
178 different client frame counters) from immediately terminating R'n'D
179 to displaying an error message requester and stopping only the game
180 (also to prevent impression of crashes under non command-line runs)
181 * fixed playing network games with the EMC engine (did not work before)
182 * fixed bug with not scrolling the screen in multi-player mode with the
183 focus on player 1 when all players are moving in different directions
184 * fixed bug with keeping pointer to gadget even after its deallocation
185 * fixed bug with allowing "focus on all players" in network games
186 * fixed bug with player focus when playing tapes from network games
189 * uploaded pre-release (test) version 3.2.0-7 binary and source code
192 * code cleanup for game action control for R'n'D and EMC game engine
195 * fixed bug in multi-player movement with focus on both players
196 * added option to control only the focussed player with all input
199 * added player focus switching to level tape recording and re-playing
202 * fixed some bugs in player focus switching in EMC and RND game engine
205 * added special Supaplex animations for Murphy digging and snapping
206 * added special Supaplex animations for Murphy being bored and sleeping
209 * added four new yam yams with explicit start direction for EMC engine
210 * fixed bug in src/libgame/text.c with printing text outside the window
213 * fixed small bug in EMC level loader (copyright sign in EM II levels)
216 * added delayed ignition of EM style dynamite when used in R'n'D engine
217 * added limited movement range to EMC engine when focus on all players
220 * fixed bug with missing (zero) score values for native Supaplex levels
223 * added "continuous snapping" (snapping many elements while holding the
224 snap key pressed, without releasing the snap key after each element)
225 as a new player setting for more compatibility with the classic games
228 * finished scrolling for "focus on all players" in EMC graphics engine
231 * level sets with "levels: 0" are ignored for levels, but not artwork
232 * fixed bug when scanning empty level group directories (endless loop)
235 * fixed bug with explosion graphic for player using "Murphy" graphic
236 * fixed bug with explosion graphic if player leaves explosion in time
237 * changed some descriptive text in setup menu to use medium-width font
238 * added key shortcut settings for switching player focus to setup menu
241 * fixed bug with random value initialization when recording tapes
242 * fixed bug with playing single player tapes when team mode activated
245 * fixed little bug when trying to switch to player that does not exist
248 * added player switching (visual and quick) to R'n'D and EM game engine
249 * added setup option to select visual or quick in-game player switching
252 * added use of "Home" and "End" keys to handle element list in editor
255 * fixed bug with adding score when playing tape with EMC game engine
256 * added steel wall border for levels using EMC engine without border
257 * finally fixed delayed scrolling in EMC engine also for small levels
260 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
263 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
264 * fixed bug when displaying info element without action, but direction
267 * fixed minor graphical problems with springs smashing and slurping
268 (when using R'n'D style graphics instead of EMC style graphics)
271 * added scroll delay (as configured in setup) to EMC graphics engine
274 * improved screen redraw for EMC graphics engine (faster and smoother)
275 * when not scrolling, do not redraw the whole playfield if not needed
278 * added multi-player mode for EMC game engine (with up to four players)
281 * added android (can clone elements) from EMC engine to R'n'D engine
284 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
287 * added selectbox for initial player speed to player settings in editor
290 * version 3.1.2 created that is basically version 3.1.1, but with a
291 major bug fixed that prevented editing your own private levels
292 * version 3.1.2 released
295 * added magic ball (creates elements) from EMC engine to R'n'D engine
298 * uploaded fixed pre-release version 3.2.0-6 binary and source code
301 * fixed bug when using "CE can leave behind <trigger element>"
302 * added new change condition "(after/when) creation of <element>"
303 * added new change condition "(after/when) digging <element>"
304 * fixed bug accessing invalid gadget that caused crashes under Windows
305 * deactivated new possibility for multiple CE changes per frame
308 * uploaded pre-release (test) version 3.2.0-6 binary and source code
311 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
312 * fixed bug with not keeping CE value for moving CEs with only action
313 * changed CE action selectboxes in editor to be only reset when needed
316 * added option "use artwork from element" for custom player artwork
317 * added option "use explosion from element" for player explosions
320 * added cascaded element lists in the level editor
321 * added persistence for cascaded element lists by "editorcascade.conf"
322 * added dynamic element list with all elements used in current level
323 * added possibility for multiple CE changes per frame (experimental)
326 * uploaded pre-release (test) version 3.2.0-5 binary and source code
329 * changed "score for each 10 seconds/steps left" to "1 second/step"
330 * added own score for collecting "extra time" instead of sharing it
331 * added change events "switched by player" and "player switches <e>"
332 * added change events "snapped by player" and "player snaps <e>"
333 * added "set player artwork: <element choice>" to CE action options
334 * added change event "move of <element>"
337 * added "set player shield: off / normal / deadly" to CE action options
338 * added new player option "use level start element" in level editor
339 to set the correct focus at level start to elements from which the
340 player is created later (this did not work before for cascaded CE
341 changes resulting in creation of the player; it is now also possible
342 to create the player from a yam yam which is smashed at level start)
345 * added "set player speed: frozen (not moving)" to CE action options
346 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
349 * added new player option "block snap field" (enabled by default) to
350 make it possible to show a snapping animation like in Emerald Mine
353 * added dynamic selectboxes to custom element action settings in editor
354 * added "CE value" counter for custom elements (instead of "CE count")
355 * added option to use the last "CE value" after custom element change
356 * added option to use the "CE value" of other elements in CE actions
357 * fixed odd behaviour when pressing time orb in levels w/o time limit
358 * added checkbox "use time orb bug" for older levels that use this bug
361 * added missing configuration settings for the following elements:
362 - EL_TIMEGATE_SWITCH (time of open time gate)
363 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
364 - EL_SHIELD_NORMAL (time of shield duration)
365 - EL_SHIELD_DEADLY (time of shield duration)
366 - EL_EXTRA_TIME (time added to level time)
367 - EL_TIME_ORB_FULL (time added to level time)
370 * added "wind direction" as a movement pattern for custom elements
371 * added initial wind direction for balloon / custom elements to editor
372 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
375 * added parameters for "game of life" and "biomaze" elements to editor
378 * added level file chunk "CONF" for generic level and element settings
381 * uploaded pre-release (test) version 3.2.0-4 binary and source code
384 * skip empty level sets (with "levels: 0"; may be artwork base sets)
385 * added sound action ".page[1]" to ".page[32]" for each CE change page
388 * added image config suffix ".clone_from" to copy whole image settings
389 * fixed bug with invalid ("undefined") CE settings in old level files
392 * fixed graphical bug with smashing elements falling faster than player
395 * fixed major bug which prevented private levels from being edited
396 * fixed bug with precedence of general and special font definitions
399 * fixed graphical bug with player animation when player moves slowly
402 * uploaded pre-release (test) version 3.2.0-3 binary and source code
405 * fixed bug which prevented "global.num_toons: 0" from working
408 * major code cleanup (removed all these annoying "#if 0" blocks)
411 * added custom element actions for CE change page in level editor
414 * fixed music initialization bug in init.c (thanks to David Binderman)
415 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
416 (this bug must probably be fixed at other places, too)
419 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
420 (should be '#include <SDL.h>' instead)
423 * fixed bug which prevented "walkable from no direction" from working
424 (due to compatibility code overwriting this setting after loading)
427 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
430 * version number temporarily set to 3.1.1 (intermediate bugfix release)
431 * version 3.1.1 released
434 * changed some va_arg() arguments from 'long' to 'int', fixing problems
435 on 64-bit architecture systems with LP64 data model
438 * fixed bug with bombs not exploding when hitting the last level line
439 (introduced after the release of 3.1.0)
442 * added support for dumping small-sized level sketches from editor
445 * added recognition of "trigger element" for "change digged element to"
446 (this is not really what the "trigger element" was made for, but its
447 use may seem obvious for leaving back digged elements unchanged)
450 * fixed multiple warnings about failed joystick device initialization
453 * fixed bug with dynamite dropped on top of just dropped custom element
454 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
455 dynamite can still be dropped, but drop key must be released before
458 * fixed bug with wrong start directory when started from file browser
459 (due to this bug, R'n'D could not be started from KDE's Konqueror)
462 * fixed bug causing "change when impact" on player not working
463 * fixed wrong priority of "hitting something" over "hitting <element>"
464 * fixed wrong priority of "hit by something" over "hit by <element>"
467 * fixed graphical bug which caused the player (being Murphy) to show
468 collecting animations although the element was collected by penguin
471 * fixed two bugs causing wrong door background graphics in system.c
472 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
475 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
476 * added "no direction" to "walkable/passable from" selectbox options
479 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
480 * in tape autoplay, not only report broken, but also missing tapes
483 * uploaded pre-release (test) version 3.2.0-2 binary and source code
486 * fixed small bug with "linear" animation not working for active lamp
489 * fixed bug with moving up despite gravity due to "block last field"
490 * fixed small bug with wrong draw offset when typing name in main menu
491 * when reading user names from "passwd", ignore data after first comma
492 * when creating new "levelinfo.conf", only write some selected entries
495 * fixed displaying "imported from/by" on preview with empty string
496 * fixed ignoring draw offset for fonts used for level preview texts
499 * fixed a delay problem with SDL and too many mouse motion events
500 * added setup option "skip levels" and level skipping functionality
503 * added move speed "not moving" for non-moving CEs, but with direction
506 * fixed mapping of obsolete element token names in "editorsetup.conf"
507 * fixed bug with sound "acid.splashing" treated as a loop sound
508 * fixed some little sound bugs in native EM engine
511 * fixed small bug when dragging scrollbars to end positions
514 * added editor element descriptions written by Aaron Davidson
517 * improved fallback handling when configured artwork is not available
518 (now using default artwork instead of exiting when files not found)
521 * fixed bug on level selection screen when dragging scrollbar
524 * fixed bug which caused broken tapes when appending to EM engine tapes
527 * uploaded pre-release (test) version 3.2.0-1 binary and source code
530 * added code to replace changed artwork config tokens with other tokens
531 (needed for backwards compatibility, so that older tokens still work)
534 * added native R'n'D graphics for some new EMC elements in EM engine
537 * fixed some bugs in the EM engine integration code
538 * changed EM engine code to allow diagonal movement
539 * changed EM engine code to allow use of separate snap and drop keys
542 * fixed some redraw bugs when using EM engine
545 * fixed bug with not converting RND levels which are set to use native
546 engine to native level structure when loading
549 * uploaded pre-release (test) version 3.2.0-0 binary and source code
552 * version number set to 3.2.0
555 * level data now reset to defaults after attempt to load invalid file
558 * added use of "editorsetup.conf" for different level sets
561 * added auto-detection for various types of Emerald Mine level files
564 * fixed bug with scrollbars getting too small when list is very large
567 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
570 * added most level editor configuration gadgets for new EMC elements
573 * added more element and graphic definitions for new EMC elements
576 * modified native EM engine to use integrated R'n'D sound system
579 * added SDL support to graphics functions in native EM engine
580 (by always using generic libgame interface functions)
583 * fixed bug in frame synchronization in native EM engine
586 * added code to convert levels between R'n'D and native EM engine
589 * new Emerald Mine engine can now play levels selected in main menu
592 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
593 (which creates scaled down graphics for level editor and preview);
594 there's still a memory leak somewhere in the artwork handling code
595 * added "scale image up" functionality to X11 version of zoom function
598 * first attempts to integrate new, native Emerald Mine Club engine
601 * fixed bug in gadget code which caused reset of CEs in level editor
602 (example: pressing 'b' [grab brush] on CE config page erased values)
603 (solution: check if gadgets in ClickOnGadget() are really mapped)
604 * improved level change detection in editor (settings now also checked)
605 * fixed bug with "can move into acid" and "don't collide with" state
608 * fixed maze runner style CEs to use the configured move delay value
611 * added Aaron Davidson's tutorial level set to the "Tutorials" section
614 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
615 * fixed the above fix because it broke level set "machine" (*sigh*)
616 * fixed random element placement in level editor to work as expected
617 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
620 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
623 * fixed bug (missing array boundary check) which caused broken tapes
624 * fixed bug (when loading level template) which caused broken levels
625 * fixed bug with new block last field code when using non-yellow player
628 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
629 * internal change of how the player blocks the last field when moving
630 * fixed blocking delay of last field for EM and SP style block delay
631 * fixed bug where the player had to wait for the usual move delay after
632 unsuccessfully trying to move, when he directly could move after that
633 * the last two changes should make original Supaplex level 93 solvable
634 * improved use of random number generator to make it less predictable
635 * fixed behaviour of slippery SP elements to let slip left, then right
638 * fixed bug with wrong door state after trying to quickload empty tape
639 * fixed waste of static memory usage of the binary, making it smaller
640 * fixed very little graphical bug in Supaplex explosion
643 * version number set to 3.1.1
646 * version 3.1.0 released
649 * fixed bug with crash when writing user levelinfo.conf the first time
652 * added option "convert LEVELDIR [NR]" to command line batch commands
653 * re-converted Supaplex levels to apply latest engine fixes
654 * changed "use graphic/sound of element" to "use graphic of element"
655 due to compatibility problems with some levels ("bug machine" etc.)
658 * fixed bug with CE change replacing player with same or other player
661 * fixed bug with opaque font in envelope with background graphic when
662 background graphic is not transparent itself
665 * added "gravity on" and "gravity off" ports for Supaplex compatibility
666 * corrected original Supaplex level loading code to use these new ports
667 * also corrected Supaplex loader to auto-count infotrons if set to zero
670 * fixed bug with missing initialization of "modified" flag for GEs
673 * fixed bug that caused endless recursion loop when relocating player
674 * fixed tape recorder bug in "step mode" when using "pause before end"
675 * fixed tape recorder bug when changing from "warp forward" mode
678 * fixed bug with "when touching" for pushed elements at last position
681 * fixed bug that caused two activated toolbox buttons in level editor
682 * fixed bug with exploding dynabomb under player due to other explosion
685 * fixed bug with creating walkable custom element under player (again)
686 * fixed bug with not copying explosion type when copying CEs in editor
687 * fixed graphical bug when drawing player in setup menu (input devices)
688 * fixed graphical bug when the player is pushing an accessible element
689 * fixed bug with classic switchable elements triggering CE changes
690 * fixed bug with entering/leaving walkable element in RelocatePlayer()
691 * fixed crash bug when CE leaves behind the trigger player element
694 * fixed bug with broken tubes after placing/exploding dynamite in them
695 * fixed bug with exploding dynamite under player due to other explosion
696 * fixed bug with not resetting push delay under certain circumstances
699 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
700 * added network multiplayer code for Windows (thanks to Niko Böhm)
703 * added option "reachable despite gravity" for gravity movement
704 * changed gravity movement of most classic walkable and passable
705 elements back to "not reachable" (for compatibility reasons)
708 * fixed (removed) "indestructible" / "can explode" dependency in editor
709 * fixed (removed) "accessible inside" / "protected" dependency
710 * fixed (removed) "step mode" / "shield time" dependency
713 * fixed dynabombs exploding now into anything diggable
714 * fixed Supaplex style gravity movement into buggy base now impossible
715 * added pressing key "space" as valid action to select menu options
718 * added "replace when walkable" to relocate player to walkable element
719 * added "enter"/"leave" event for elements affected by relocation
720 * fixed "direct"/"indirect" change order also for "when change" event
721 * fixed graphical bug when pushing things from elements walkable inside
724 * fixed graphic bug when player is snapping while moving in old levels
725 * fixed bug when a moving custom element leaves a player element behind
726 * fixed bug with mole not disappearing when moving into acid pool
727 * fixed bug with incomplete path setting when using "--basepath" option
728 * moving CE can now leave walkable elements behind under the player
729 * when relocating, player can be set on walkable element now
730 * fixed another gravity movement bug
733 * uploaded pre-release (test) version 3.1.0-2 binary and source code
736 * added "collectible" and "removable" to extended replacement types
737 (where "removable" replaces "diggable" and "collectible" elements)
738 * added "collectible & throwable" (to throw element to the next field)
739 * fixed bug with CEs digging elements that are just about to explode
740 * changed mouse cursor now always being visible when game is paused
743 * added possibility to push/press accessible elements from a side that
745 * fixed bug with not setting actual date when appending to tape
748 * fixed bug with incorrectly initialized custom element editor graphics
751 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
752 - number of levels corrected from 18 to 17 in "levelinfo.conf"
755 * fixed bug with destroyed robot wheel still attracting robots forever
756 * fixed bug with time gate switch deactivating after robot wheel time
757 (while the time gate itself is not affected by this misbehaviour)
758 * changed behaviour of BD style amoeba to always get blocked by player
759 (before it was different when there were non-BD elements in level)
760 * fixed bug with player destroying indestructable elements with shield
763 * added option to make growing elements grow into anything diggable
764 (for the various amoeba types, biomaze and "game of life")
767 * fixed bug with movable elements not moving after left behind by CEs
768 * changed gravity movement to anything diggable, not only sand/base
769 * optionally allowing passing to walkable element, not only empty space
770 * added option "can pass to walkable element" for players
771 * finally fixed gravity movement (hopefully)
774 * fixed bug with movable elements not moving anymore after falling down
777 * fixed another bug with custom elements digging and leaving elements
778 * fixed bug with "along left/right side" and automatic start direction
779 * trigger elements now also displayed when "more custom" deactivated
780 * fixed bug with clipboard element initialized when loading new level
781 * added option "drop delay" to set delay before dropping next element
784 * uploaded pre-release (test) version 3.1.0-1 binary and source code
787 * added copy and paste functions for custom change pages
788 * enhanced graphical display and functionality of tape recorder
789 * fixed bug with custom elements digging and leaving elements
792 * added move speed faster than "very fast" for custom elements
793 * fixed bug with 3+3 style explosions and missing border content
794 * fixed little bug when copying custom elements in the editor
795 * enhanced custom element changes by more side trigger actions
798 * added option "no scrolling when relocating" for instant teleporting
799 * uploaded pre-release (test) version 3.1.0-0 binary and source code
802 * added trigger element and trigger player to use as target elements
803 * added copy and paste functions for custom and group elements
806 * fixed graphical bug when displaying explosion animations
807 * fixed bug when appending to tapes, resulting in broken tapes
808 * re-recorded a few tapes broken by fixing gravity checking bug
811 * "can move into acid" property now for all elements independently
812 * "can fall into acid" property for player stored in same bitfield now
813 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
814 * version number set to 3.1.0 (finally!)
817 * changed tape recording to only record input, not programmed actions
820 * fixed totally broken (every 8th frame skipped) step-by-step recording
821 * fixed bug with requester not displayed when quick-loading interrupted
822 * added option "can fall into acid (with gravity)" for players
823 * fixed bug with player not falling when snapping down with gravity
826 * fixed bug which messed up key config when using keypad number keys
829 * fixed bug which allowed moving upwards even when gravity was active
830 * fixed bug with missing error handling when dumping levels or tapes
833 * added different colored editor graphics for Supaplex gravity tubes
836 * fixed bug that allowed solvable tapes for unsolvable levels
839 * use unlimited number of droppable elements when "count" set to zero
840 * added option to use step limit instead of time limit for level
843 * added player and change page as trigger for custom element change
846 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
849 * fixed bug with dark yamyam changing to acid when moving over acid
850 * fixed handling of levels with more than 999 seconds level time
851 (example: level 76 of "Denmine")
854 * "spring push bug" reintroduced as configurable element property
855 * fixed bug with missing properties for "mole"
856 * fixed bug that showed up when fixing the above "mole" properties bug
857 * added option "can move into acid" for all movable elements
858 * fixed graphical bug for elements moving into acid
859 * changed event handling to handle all pending events before going on
862 * fixed bug which caused all CE change pages to be ignored which had
863 the same change event, but used a different element side
864 (reported by Simon Forsberg)
866 * fixed bug which caused elements that can move and fall and that are
867 transported by a conveyor belt to continue moving into that direction
868 after leaving the conveyor belt, regardless of their own movement
869 type; only elements which can not move are transported now
870 (reported by Simon Forsberg)
872 * fixed bug which could cause an array overflow in RelocatePlayer()
873 (reported by Niko Böhm)
875 * changed Emerald Mine style "passable / over" elements to "protected"
876 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
878 * added new option to select from which side a "walkable/passable"
879 element can be entered
882 * added explosion and ignition delay for elements that can explode
885 * fixed bug which caused player not being protected against enemies
886 when a CE was "walkable / inside" and was not "indestructible"
887 * added "walkable/passable" fields to be "protected/unprotected"
888 against enemies, even if not accessible "inside" but "over/under"
891 * corrected move pattern to 32 bit and initial move direction to 8 bit
894 * added second custom element base configuration page
897 * added some special EMC mappings to Emerald Mine level loader
898 (also covering previously unknown element in level 0 of "Bondmine 8")
901 * added option to block last field when player is moving (for Supaplex)
902 * adjusted push delay of Supaplex elements
903 * removed delays for envelopes etc. when replaying with maximum speed
904 * fixed bug when dropping element on a field that just changed to empty
907 * fixed bug: infotrons can now smash yellow disks
908 * fixed bug: when gravity active, port above player can now be entered
909 * removed "one white dot" mouse pointer which irritated some people
912 * added "choice type" for group element selection
915 * fixed bug with initial invulnerability of non-yellow player
918 * added level loader for loading native Supaplex packed levels
919 (including multi-part levels like the "splvls99" levels)
922 * fixed bug which allowed creating emeralds by escaping explosions
925 * custom elements can change (limited) or leave (unlimited) elements
926 * finally added multiple matches using group elements
927 * added shortcut to dump brush (type ":DB" in editor) for use in forum
930 * added new start movement type "previous" for continued CE movement
931 * added new start movement type "random" for random CE movement start
934 * added new element "sokoban_field_player" needed for Sokoban levels
935 (thanks to Ed Booker for pointing this out!)
938 * added elements that can be digged or left behind by custom elements
941 * added group elements for multiple matches and random element creation
944 * fixed some graphical errors displayed in old levels
947 * fixed wrong double speed movement after passing closing gates
950 * added level loader for loading native Emerald Mine levels
953 * changes for "shooting" style CE movement
956 * Happy New Year! ;-)
959 * changed default snap/drop keys from left/right Shift to Control keys
962 * fixed bug with dead player getting reanimated from custom element
965 * fixed bug with wrong penguin graphics (when entering exit)
968 * fixed bug with wrong "Murphy" graphics (when digging etc.)
971 * version number set to 3.0.9
974 * version 3.0.8 released
977 * added function checked_free()
980 * fixed bug with double nut cracking sound
981 (by eliminating "default element action sound" assignment in init.c)
984 * fixed crash when no music info files are available
987 * fixed boring and sleeping sounds
990 * added "maze runner" and "maze hunter" movement types
991 * added extended collision conditions for custom elements
994 * added warnings for undefined token values in artwork config files
997 * added menu entry for level set information to the info screen
1000 * fixed bug with wrong default impact sound for colored emeralds
1003 * added several sub-screens for the info screen
1004 * menu text now also clickable (not only blue/red sphere left of it)
1007 * added configurable "bored" and "sleeping" animations for the player
1008 * added "awakening" sound for player when waking up after sleeping
1011 * added "copy" and "exchange" functions for custom elements to editor
1014 * added configurable element animations for info screen
1017 * added configurable music credits for info screen
1020 * finally fixed tape recording when player is created from CE change
1023 * added "editorsetup.conf" for editor element list configuration
1026 * added "musicinfo.conf" for menu and level music configuration
1029 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1030 (that only showed up on Linux, but not on Windows systems)
1033 * fixed turning movement of butterflies and fireflies (no frame reset)
1034 * enhanced sniksnak turning movement (two steps instead of only one)
1037 * version number set to 3.0.8
1040 * version 3.0.7 released
1043 * fixed reset of player animation frame when, for example,
1044 walking, digging or collecting share the same animation
1045 * fixed CE with "deadly when touching" exploding when touching amoeba
1048 * fixed tape recording when player is created from CE element change
1051 * introduced "turning..." action graphic for elements with move delay
1052 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1053 * added turning animations for bug, spaceship and sniksnak
1056 * prevent "extended" changed elements from delay change in same frame
1059 * fixed bug when pushing element that can move away to the side
1060 (like pushing falling elements, but now with moving elements)
1063 * finally fixed serious bug in code for delayed element pushing (again)
1066 * unavailable setup options now marked as "n/a" instead of "off"
1067 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1068 to "true", levels are always played with the latest game engine,
1069 which is desired for levels that are imported from other games; all
1070 other levels are played with the engine version stored in level file
1071 (which is normally the engine version the level was created with)
1074 * fixed serious bug in code for delayed element pushing
1075 * fixed little bug in animation frame selection for pushed elements
1076 * speed-up of reading config file for verbose output
1079 * added configuration option for opening and closing Supaplex exit
1080 * added configuration option for moving up/down animation for Murphy
1081 * fixed incorrectly displayed animation for attacking dragon
1082 * fixed bug with not setting initial gravity for each new game
1083 * fixed bug with teleportation of player by custom element change
1084 * fixed bug with player not getting smashed by rock sometimes
1087 * version number set to 3.0.7
1090 * version 3.0.6 released
1093 * added support for MP3 music for SDL version through SMPEG library
1096 * fixed bug when initializing font graphic structure
1097 * fixed bug with animation mode "pingpong" when using only 1 frame
1098 * fixed bug with extended change target introduced in 3.0.5
1099 * fixed bug where passing over moving element doubles player speed
1100 * fixed bug with elements continuing to move into push direction
1101 * fixed bug with duplicated player when dropping bomb with shield on
1102 * added "switching" event for custom elements ("pressing" only once)
1103 * fixed switching bug (resetting flag when not switching but not idle)
1106 * fixed element tokens for certain file elements with ".active" etc.
1109 * version number set to 3.0.6
1112 * version 3.0.5 released
1115 * now four envelope elements available
1116 * font, background, animation and sound for envelope now configurable
1117 * main menu doors opening/closing animation type now configurable
1120 * active/inactive sides configurable for custom element changes
1121 * new movement type "move when pushed" available for custom elements
1124 * fixed bug in multiple config pages loader code that caused crashes
1127 * enhanced (remaining low-resolution) Supaplex graphics
1130 * version number set to 3.0.5
1133 * version 3.0.4 released
1135 2003-09-12 src/tools.c
1136 * fixed bug in custom definition of crumbled element graphics
1138 2003-09-11 src/files.c
1139 * fixed bug in multiple config pages code that caused crashes
1142 * version number set to 3.0.4
1145 * version 3.0.3 released
1148 * added music to Supaplex classic level set
1150 2003-09-07 src/libgame/misc.c
1151 * added support for loading various music formats through SDL_mixer
1153 2003-09-06 (various source files)
1154 * fixed several nasty bugs that may have caused crashes on some systems
1155 * added envelope content which gets displayed when collecting envelope
1156 * added multiple change event pages for custom elements
1158 2003-08-24 src/game.c
1159 * fixed problem with player animation when snapping and moving
1161 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1162 * fixed problem with flickering when drawing toon animations
1164 2003-08-23 src/libgame/sdl.c
1165 * fixed problem with setting mouse cursor in SDL version in fullscreen
1167 2003-08-23 src/game.c
1168 * fixed bug (missing array boundary check) which could crash the game
1171 * version number set to 3.0.3
1174 * version 3.0.2 released
1176 2003-08-21 src/game.c
1177 * fixed bug with creating inaccessible elements at player position
1179 2003-08-20 src/init.c
1180 * fixed bug with not finding current level artwork directory
1182 2003-08-20 src/files.c
1183 * fixed bug with choosing wrong engine version when playing tapes
1184 * fixed bug with messing up custom element properties in 3.0.0 levels
1187 * version number set to 3.0.2
1190 * version 3.0.1 released
1192 2003-08-17 (no source files affected)
1193 * changed all "classic" PCX image files with 16 colors or less to
1194 256 color (8 bit) storage format, because the Allegro game library
1195 cannot handle PCX files with less than 256 colors (contributed
1196 graphics are not affected and might look wrong in the DOS version)
1198 2003-08-16 src/init.c
1199 * fixed bug which (for example) crashed the level editor when defining
1200 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1201 (only set to default) -- invalid graphics now set to default graphic
1203 2003-08-16 src/init.c
1204 * fixed graphical bug of player digging/collecting/snapping element
1205 when no corresponding graphic/animation is defined for this action,
1206 resulting in player being drawn as EL_EMPTY (which should only be
1207 done to elements being collected, but not to the player)
1209 2003-08-16 src/game.c
1210 * fixed small graphical bug of player not totally moving into exit
1212 2003-08-16 src/libgame/setup.c
1213 * fixed bug with wrong MS-DOS 8.3 filename conversion
1215 2003-08-16 src/tools.c
1216 * fixed bug with invisible mouse cursor when pressing ESC while playing
1218 2003-08-16 (various source files)
1219 * added another 128 custom elements (disabled in editor by default)
1221 2003-08-16 src/editor.c
1222 * fixed NULL string bug causing Solaris to crash in sprintf()
1224 2003-08-16 src/screen.c
1225 * fixed drawing over scrollbar on level selection with custom fonts
1227 2003-08-15 src/game.c
1228 * cleanup of simple sounds / loop sounds / music settings
1230 2003-08-08 (various source files)
1231 * added custom element property for dropping collected elements
1233 2003-08-08 src/conf_gfx.c
1234 * fixed bug with missing graphic for active red disk bomb
1236 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1237 * extended variable "level.gravity" to "level.initial_gravity" and
1238 "game.current_gravity" to prevent level setting from being changed
1239 by playing the level (keeping the runtime value after playing)
1241 * fixed graphics bug when digging element that has 'crumbled' graphic
1242 definition, but not 'diggable' graphic definition
1245 * version number set to 3.0.1
1248 * version 3.0.0 released
1251 * various bug fixes; among others:
1252 - fixed bug with pushing spring over empty space
1253 - fixed bug with leaving tube while placing dynamite
1254 - fixed bug with explosion of smashed penguins
1255 - allow Murphy player graphic in levels with non-Supaplex elements
1259 * I have forgotten to document changes for some time
1262 * pre-release version 2.2.0rc1 released
1265 * version number set to 2.1.2
1268 * version 2.1.1 released
1271 * version number set to 2.1.1
1274 * version 2.1.0 released
1277 * version number set to 2.1.0
1279 2002-04-03 to 2002-05-19 (various source files)
1280 * graphics, sounds and music now fully configurable
1281 * bug fixed that prevented walking through tubes when gravity on
1283 2002-04-02 src/events.c, src/editor.c
1284 * Make Escape key less aggressive when playing or when editing level.
1285 This can be configured as an option in the setup menu. (Default is
1286 "less aggressive" which means "ask user if something can be lost"
1287 when pressing the Escape key.)
1289 2002-04-02 src/screen.c
1290 * Added "graphics setup" screen.
1292 2002-04-01 src/screen.c
1293 * Changed "choose level" setup screen stuff to be more generic (to
1294 make it easier to add more "choose from generic tree" setup screens).
1296 2002-04-01 src/config.c, src/timestamp.h
1297 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1298 automatically gets created by "src/Makefile" and contains an actual
1299 compile-time timestamp to identify development versions of the game).
1301 2002-03-31 src/tape.c, src/events.c
1302 * Added quick game/tape save/load functions to tape stuff which can be
1303 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1304 loads previously recorded tape and directly goes into recording mode
1305 from the end of the tape (therefore appending to the tape).
1307 2002-03-31 src/tape.c
1308 * Added "index mark" function to tape recorder. When playing or
1309 recording, "eject" button changes to "index" button. Setting index
1310 mark is not yet implemented, but pressing index button when playing
1311 allows very quick advancing to end of tape (when normal playing),
1312 very fast forward mode (when playing with normal fast forward) or
1313 very fast reaching of "pause before end of tape" (when playing with
1314 "pause before end" playing mode).
1316 2002-03-30 src/cartoons.c
1317 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1319 2002-03-29 src/screen.c
1320 * Changed setup screen stuff to be more generic (to make it easier
1321 to add more setup screens).
1323 2002-03-23 src/main.c, src/main.h
1324 * Various changes due to the introduction of the new libgame files
1325 "setup.c" and "joystick.c".
1327 2002-03-23 src/files.c
1328 * Generic parts of "src/files.c" (mainly setup and level directory
1329 stuff) moved to new libgame file "src/libgame/setup.c".
1331 2002-03-23 src/joystick.c
1332 * File "src/joystick.c" moved to libgame source tree, with
1333 correspondig changes.
1335 2002-03-22 src/screens.c
1336 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1337 (Wrong level series information displayed when entering main group.)
1339 2002-03-22 src/editor.c
1340 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1342 2002-03-22 src/editor.c
1343 * Changed behaviour of "Escape" key in level editor to be more
1344 intuitive: When in "Element Properties" or "Level Info" mode,
1345 return to "Drawing Mode" instead of leaving the level editor.
1347 2002-03-21 src/game.c, src/editor.c, src/files.c
1348 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1349 gems (emeralds, diamonds, ...) slipping down from normal wall,
1350 steel wall and growing wall (as in E.M.C. style levels). Although
1351 the behaviour of contributed and private levels wasn't changed (due
1352 to the use of "level.game_version"; see previous entry), editing
1353 those levels will (of course) change the behaviour accordingly.
1355 This change seems a bit too hard after thinking about it, because
1356 the EM style behaviour is not the "expected" behaviour (gems would
1357 normally only slip down from "rounded" walls). Therefore this was
1358 now changed to an element property for gem style elements, with the
1359 default setting "off" (which means: no special EM style behaviour).
1360 To fix older converted levels, this flag is set to "on" for pre-2.0
1361 levels that are neither contributed nor private levels.
1363 2002-03-20 src/files.h
1364 * Corrected settings for "level.game_version" depending of level type.
1365 (Contributed and private levels always get played with game engine
1366 version they were created with, while converted levels always get
1367 played with the most recent version of the game engine, to let new
1368 corrections of the emulation behaviour take effect.)
1370 2002-03-20 src/main.h
1371 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1372 compiling the SDL version on some systems.
1373 Thanks to the several people who pointed this out.
1376 * Version number set to 2.0.2.
1379 * Version 2.0.1 released.
1381 2002-03-18 src/screens.c
1382 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1384 2002-03-18 src/files.c [src/libgame/misc.c]
1385 * Moved some common functions from src/files.c to src/libgame/misc.c.
1387 2002-03-18 src/files.c [src/libgame/misc.c]
1388 * Changed permissions for new directories and saved files (especially
1389 score files) according to suggestions of Debian users and mantainers.
1390 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1392 2002-03-17 src/files.c
1393 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1394 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1395 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1396 for levels and "TAPE" for tapes). Old "cookie" style format is
1397 still supported for reading. New level and tape files are written
1400 * New IFF chunk "VERS" contains version numbers for file and game
1401 (where "game version" is the version of the program that wrote the
1402 file, and "file version" is a version number to distinguish files
1403 with different format, for example after adding new features).
1405 2002-03-15 src/screen.c
1406 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1407 (Before, you heard a mixture of the in-game music and the
1408 hall-of-fame music.)
1410 2002-03-14 src/events.c
1411 * Function "DumpTape()" (files.c) now available by pressing 't' from
1412 main menu (when in DEBUG mode).
1414 2002-03-14 src/game.c
1415 * "GameWon()": When game was won playing a tape, now there is no delay
1416 raising the score and no corresponding sound is played.
1418 2002-03-14 src/files.c
1419 * Changed "LoadTape()" for real chunk support and also adjusted
1420 "SaveTape()" accordingly.
1422 2002-03-14 src/game.c, src/tape.c, src/files.c
1423 * Important changes to tape format: The old tape format stored all
1424 actions with a real effect with a corresponding delay between the
1425 stored actions. This had some major disadvantages (for example,
1426 push delays had to be ignored, pressing a button for some seconds
1427 mutated to several single button presses because of the non-action
1428 delays between two action frames etc.). The new tape format just
1429 stupidly records all device actions and replays them later. I really
1430 don't know why I haven't solved it that way before?! Old-style tapes
1431 (with tape file version less than 2.0) get converted to the new
1432 format on-the-fly when loading and can therefore still be played;
1433 only some minor parts of the old-style tape handling code was needed.
1434 (A perfect conversion is not possible, because there is information
1435 missing about the device actions between two action frames.)
1437 2002-03-14 src/files.c
1438 * New function "DumpTape()" to dump the contents of the current tape
1439 in a human readable format.
1441 2002-03-14 src/game.c
1442 * Small tape bug fixed: When automatically advancing to next level
1443 after a game was won, the tape from the previous level still was
1444 loaded as a tape for the new level.
1446 2002-03-14 src/tape.c
1447 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1448 tape, cartoons did not get completely removed because
1449 StopAnimation() was not called.
1451 2002-03-13 src/files.c
1452 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1453 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1454 size even when using 16-bit elements). Added new chunk "CNT2" for
1455 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1456 chunk even when content was 16-bit element). "CNT2" should now be
1457 able to store content for arbitrary elements (up to eight blocks of
1458 3 x 3 element arrays). All "CNT2" elements will always be stored as
1459 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1461 2002-03-13 src/files.c
1462 * Changed "LoadLevel()" for real chunk support.
1464 2002-03-12 src/game.c
1465 * Fixed problem (introduced after 2.0.0 release) with penguins
1466 not getting killed by enemies
1468 2002-02-24 src/game.c, src/main.h
1469 * Added "player->is_moving"; now "player->last_move_dir" does
1470 not contain any information if the player is just moving at
1472 Before, "player->last_move_dir" was misused for this purpose
1473 for the robot stuff (robots don't kill players when they are
1474 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1475 broke tapes when walking through pipes!
1476 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1477 in a continuous movement. This fact is ignored for friends and