2 * fixed bug which allowed moving upwards even when gravity was active
3 * fixed bug with missing error handling when dumping levels or tapes
6 * added different colored editor graphics for Supaplex gravity tubes
9 * fixed bug that allowed solvable tapes for unsolvable levels
12 * use unlimited number of droppable elements when "count" set to zero
13 * added option to use step limit instead of time limit for level
16 * added player and change page as trigger for custom element change
19 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
22 * fixed bug with dark yamyam changing to acid when moving over acid
23 * fixed handling of levels with more than 999 seconds level time
24 (example: level 76 of "Denmine")
27 * "spring push bug" reintroduced as configurable element property
28 * fixed bug with missing properties for "mole"
29 * fixed bug that showed up when fixing the above "mole" properties bug
30 * added option "can move into acid" for all movable elements
31 * fixed graphical bug for elements moving into acid
32 * changed event handling to handle all pending events before going on
35 * fixed bug which caused all CE change pages to be ignored which had
36 the same change event, but used a different element side
37 (reported by Simon Forsberg)
39 * fixed bug which caused elements that can move and fall and that are
40 transported by a conveyor belt to continue moving into that direction
41 after leaving the conveyor belt, regardless of their own movement
42 type; only elements which can not move are transported now
43 (reported by Simon Forsberg)
45 * fixed bug which could cause an array overflow in RelocatePlayer()
46 (reported by Niko Böhm)
48 * changed Emerald Mine style "passable / over" elements to "protected"
49 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
51 * added new option to select from which side a "walkable/passable"
52 element can be entered
55 * added explosion and ignition delay for elements that can explode
58 * fixed bug which caused player not being protected against enemies
59 when a CE was "walkable / inside" and was not "indestructible"
60 * added "walkable/passable" fields to be "protected/unprotected"
61 against enemies, even if not accessible "inside" but "over/under"
64 * corrected move pattern to 32 bit and initial move direction to 8 bit
67 * added second custom element base configuration page
70 * added some special EMC mappings to Emerald Mine level loader
71 (also covering previously unknown element in level 0 of "Bondmine 8")
74 * added option to block last field when player is moving (for Supaplex)
75 * adjusted push delay of Supaplex elements
76 * removed delays for envelopes etc. when replaying with maximum speed
77 * fixed bug when dropping element on a field that just changed to empty
80 * fixed bug: infotrons can now smash yellow disks
81 * fixed bug: when gravity active, port above player can now be entered
82 * removed "one white dot" mouse pointer which irritated some people
85 * added "choice type" for group element selection
88 * fixed bug with initial invulnerability of non-yellow player
91 * added level loader for loading native Supaplex packed levels
92 (including multi-part levels like the "splvls99" levels)
95 * fixed bug which allowed creating emeralds by escaping explosions
98 * custom elements can change (limited) or leave (unlimited) elements
99 * finally added multiple matches using group elements
100 * added shortcut to dump brush (type ":DB" in editor) for use in forum
103 * added new start movement type "previous" for continued CE movement
104 * added new start movement type "random" for random CE movement start
107 * added new element "sokoban_field_player" needed for Sokoban levels
108 (thanks to Ed Booker for pointing this out!)
111 * added elements that can be digged or left behind by custom elements
114 * added group elements for multiple matches and random element creation
117 * fixed some graphical errors displayed in old levels
120 * fixed wrong double speed movement after passing closing gates
123 * added level loader for loading native Emerald Mine levels
126 * changes for "shooting" style CE movement
129 * Happy New Year! ;-)
132 * changed default snap/drop keys from left/right Shift to Control keys
135 * fixed bug with dead player getting reanimated from custom element
138 * fixed bug with wrong penguin graphics (when entering exit)
141 * fixed bug with wrong "Murphy" graphics (when digging etc.)
144 * Version number set to 3.0.9.
147 * Version 3.0.8 released.
150 * added function checked_free()
153 * fixed bug with double nut cracking sound
154 (by eliminating "default element action sound" assignment in init.c)
157 * fixed crash when no music info files are available
160 * fixed boring and sleeping sounds
163 * added "maze runner" and "maze hunter" movement types
164 * added extended collision conditions for custom elements
167 * added warnings for undefined token values in artwork config files
170 * added menu entry for level set information to the info screen
173 * fixed bug with wrong default impact sound for colored emeralds
176 * added several sub-screens for the info screen
177 * menu text now also clickable (not only blue/red sphere left of it)
180 * added configurable "bored" and "sleeping" animations for the player
181 * added "awakening" sound for player when waking up after sleeping
184 * added "copy" and "exchange" functions for custom elements to editor
187 * added configurable element animations for info screen
190 * added configurable music credits for info screen
193 * finally fixed tape recording when player is created from CE change
196 * added "editorsetup.conf" for editor element list configuration
199 * added "musicinfo.conf" for menu and level music configuration
202 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
203 (that only showed up on Linux, but not on Windows systems)
206 * fixed turning movement of butterflies and fireflies (no frame reset)
207 * enhanced sniksnak turning movement (two steps instead of only one)
210 * Version number set to 3.0.8.
213 * Version 3.0.7 released.
216 * fixed reset of player animation frame when, for example,
217 walking, digging or collecting share the same animation
218 * fixed CE with "deadly when touching" exploding when touching amoeba
221 * fixed tape recording when player is created from CE element change
224 * introduced "turning..." action graphic for elements with move delay
225 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
226 * added turning animations for bug, spaceship and sniksnak
229 * prevent "extended" changed elements from delay change in same frame
232 * fixed bug when pushing element that can move away to the side
233 (like pushing falling elements, but now with moving elements)
236 * finally fixed serious bug in code for delayed element pushing (again)
239 * unavailable setup options now marked as "n/a" instead of "off"
240 * new boolean directive "latest_engine" for "levelinfo.conf": when set
241 to "true", levels are always played with the latest game engine,
242 which is desired for levels that are imported from other games; all
243 other levels are played with the engine version stored in level file
244 (which is normally the engine version the level was created with)
247 * fixed serious bug in code for delayed element pushing
248 * fixed little bug in animation frame selection for pushed elements
249 * speed-up of reading config file for verbose output
252 * added configuration option for opening and closing Supaplex exit
253 * added configuration option for moving up/down animation for Murphy
254 * fixed incorrectly displayed animation for attacking dragon
255 * fixed bug with not setting initial gravity for each new game
256 * fixed bug with teleportation of player by custom element change
257 * fixed bug with player not getting smashed by rock sometimes
260 * Version number set to 3.0.7.
263 * Version 3.0.6 released.
266 * added support for MP3 music for SDL version through SMPEG library
269 * fixed bug when initializing font graphic structure
270 * fixed bug with animation mode "pingpong" when using only 1 frame
271 * fixed bug with extended change target introduced in 3.0.5
272 * fixed bug where passing over moving element doubles player speed
273 * fixed bug with elements continuing to move into push direction
274 * fixed bug with duplicated player when dropping bomb with shield on
275 * added "switching" event for custom elements ("pressing" only once)
276 * fixed switching bug (resetting flag when not switching but not idle)
279 * fixed element tokens for certain file elements with ".active" etc.
282 * Version number set to 3.0.6.
285 * Version 3.0.5 released.
288 * now four envelope elements available
289 * font, background, animation and sound for envelope now configurable
290 * main menu doors opening/closing animation type now configurable
293 * active/inactive sides configurable for custom element changes
294 * new movement type "move when pushed" available for custom elements
297 * fixed bug in multiple config pages loader code that caused crashes
300 * enhanced (remaining low-resolution) Supaplex graphics
303 * Version number set to 3.0.5.
306 * Version 3.0.4 released.
308 2003-09-12 src/tools.c
309 * fixed bug in custom definition of crumbled element graphics
311 2003-09-11 src/files.c
312 * fixed bug in multiple config pages code that caused crashes
315 * Version number set to 3.0.4.
318 * Version 3.0.3 released.
321 * added music to Supaplex classic level set
323 2003-09-07 src/libgame/misc.c
324 * added support for loading various music formats through SDL_mixer
326 2003-09-06 (various source files)
327 * fixed several nasty bugs that may have caused crashes on some systems
328 * added envelope content which gets displayed when collecting envelope
329 * added multiple change event pages for custom elements
331 2003-08-24 src/game.c
332 * fixed problem with player animation when snapping and moving
334 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
335 * fixed problem with flickering when drawing toon animations
337 2003-08-23 src/libgame/sdl.c
338 * fixed problem with setting mouse cursor in SDL version in fullscreen
340 2003-08-23 src/game.c
341 * fixed bug (missing array boundary check) which could crash the game
344 * Version number set to 3.0.3.
347 * Version 3.0.2 released.
349 2003-08-21 src/game.c
350 * fixed bug with creating inaccessible elements at player position
352 2003-08-20 src/init.c
353 * fixed bug with not finding current level artwork directory
355 2003-08-20 src/files.c
356 * fixed bug with choosing wrong engine version when playing tapes
357 * fixed bug with messing up custom element properties in 3.0.0 levels
360 * Version number set to 3.0.2.
363 * Version 3.0.1 released.
365 2003-08-17 (no source files affected)
366 * changed all "classic" PCX image files with 16 colors or less to
367 256 color (8 bit) storage format, because the Allegro game library
368 cannot handle PCX files with less than 256 colors (contributed
369 graphics are not affected and might look wrong in the DOS version)
371 2003-08-16 src/init.c
372 * fixed bug which (for example) crashed the level editor when defining
373 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
374 (only set to default) -- invalid graphics now set to default graphic
376 2003-08-16 src/init.c
377 * fixed graphical bug of player digging/collecting/snapping element
378 when no corresponding graphic/animation is defined for this action,
379 resulting in player being drawn as EL_EMPTY (which should only be
380 done to elements being collected, but not to the player)
382 2003-08-16 src/game.c
383 * fixed small graphical bug of player not totally moving into exit
385 2003-08-16 src/libgame/setup.c
386 * fixed bug with wrong MS-DOS 8.3 filename conversion
388 2003-08-16 src/tools.c
389 * fixed bug with invisible mouse cursor when pressing ESC while playing
391 2003-08-16 (various source files)
392 * added another 128 custom elements (disabled in editor by default)
394 2003-08-16 src/editor.c
395 * fixed NULL string bug causing Solaris to crash in sprintf()
397 2003-08-16 src/screen.c
398 * fixed drawing over scrollbar on level selection with custom fonts
400 2003-08-15 src/game.c
401 * cleanup of simple sounds / loop sounds / music settings
403 2003-08-08 (various source files)
404 * added custom element property for dropping collected elements
406 2003-08-08 src/conf_gfx.c
407 * fixed bug with missing graphic for active red disk bomb
409 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
410 * Extended variable "level.gravity" to "level.initial_gravity" and
411 "game.current_gravity" to prevent level setting from being changed
412 by playing the level (keeping the runtime value after playing).
414 * Fixed graphics bug when digging element that has 'crumbled' graphic
415 definition, but not 'diggable' graphic definition.
418 * Version number set to 3.0.1.
421 * Version 3.0.0 released.
424 * various bug fixes; among others:
425 - fixed bug with pushing spring over empty space
426 - fixed bug with leaving tube while placing dynamite
427 - fixed bug with explosion of smashed penguins
428 - allow Murphy player graphic in levels with non-Supaplex elements
432 * I have forgotten to document changes for some time.
435 * Pre-Release Version 2.2.0rc1 released.
438 * Version number set to 2.1.2.
441 * Version 2.1.1 released.
444 * Version number set to 2.1.1.
447 * Version 2.1.0 released.
450 * Version number set to 2.1.0.
452 2002-04-03 to 2002-05-19 (various source files)
453 * graphics, sounds and music now fully configurable
454 * bug fixed that prevented walking through tubes when gravity on
456 2002-04-02 src/events.c, src/editor.c
457 * Make Escape key less aggressive when playing or when editing level.
458 This can be configured as an option in the setup menu. (Default is
459 "less aggressive" which means "ask user if something can be lost"
460 when pressing the Escape key.)
462 2002-04-02 src/screen.c
463 * Added "graphics setup" screen.
465 2002-04-01 src/screen.c
466 * Changed "choose level" setup screen stuff to be more generic (to
467 make it easier to add more "choose from generic tree" setup screens).
469 2002-04-01 src/config.c, src/timestamp.h
470 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
471 automatically gets created by "src/Makefile" and contains an actual
472 compile-time timestamp to identify development versions of the game).
474 2002-03-31 src/tape.c, src/events.c
475 * Added quick game/tape save/load functions to tape stuff which can be
476 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
477 loads previously recorded tape and directly goes into recording mode
478 from the end of the tape (therefore appending to the tape).
480 2002-03-31 src/tape.c
481 * Added "index mark" function to tape recorder. When playing or
482 recording, "eject" button changes to "index" button. Setting index
483 mark is not yet implemented, but pressing index button when playing
484 allows very quick advancing to end of tape (when normal playing),
485 very fast forward mode (when playing with normal fast forward) or
486 very fast reaching of "pause before end of tape" (when playing with
487 "pause before end" playing mode).
489 2002-03-30 src/cartoons.c
490 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
492 2002-03-29 src/screen.c
493 * Changed setup screen stuff to be more generic (to make it easier
494 to add more setup screens).
496 2002-03-23 src/main.c, src/main.h
497 * Various changes due to the introduction of the new libgame files
498 "setup.c" and "joystick.c".
500 2002-03-23 src/files.c
501 * Generic parts of "src/files.c" (mainly setup and level directory
502 stuff) moved to new libgame file "src/libgame/setup.c".
504 2002-03-23 src/joystick.c
505 * File "src/joystick.c" moved to libgame source tree, with
506 correspondig changes.
508 2002-03-22 src/screens.c
509 * "HandleChooseLevel()": Another bug in level series navigation fixed.
510 (Wrong level series information displayed when entering main group.)
512 2002-03-22 src/editor.c
513 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
515 2002-03-22 src/editor.c
516 * Changed behaviour of "Escape" key in level editor to be more
517 intuitive: When in "Element Properties" or "Level Info" mode,
518 return to "Drawing Mode" instead of leaving the level editor.
520 2002-03-21 src/game.c, src/editor.c, src/files.c
521 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
522 gems (emeralds, diamonds, ...) slipping down from normal wall,
523 steel wall and growing wall (as in E.M.C. style levels). Although
524 the behaviour of contributed and private levels wasn't changed (due
525 to the use of "level.game_version"; see previous entry), editing
526 those levels will (of course) change the behaviour accordingly.
528 This change seems a bit too hard after thinking about it, because
529 the EM style behaviour is not the "expected" behaviour (gems would
530 normally only slip down from "rounded" walls). Therefore this was
531 now changed to an element property for gem style elements, with the
532 default setting "off" (which means: no special EM style behaviour).
533 To fix older converted levels, this flag is set to "on" for pre-2.0
534 levels that are neither contributed nor private levels.
536 2002-03-20 src/files.h
537 * Corrected settings for "level.game_version" depending of level type.
538 (Contributed and private levels always get played with game engine
539 version they were created with, while converted levels always get
540 played with the most recent version of the game engine, to let new
541 corrections of the emulation behaviour take effect.)
543 2002-03-20 src/main.h
544 * Added "#include <time.h>". This seems to be needed by "tape.c" for
545 compiling the SDL version on some systems.
546 Thanks to the several people who pointed this out.
549 * Version number set to 2.0.2.
552 * Version 2.0.1 released.
554 2002-03-18 src/screens.c
555 * "HandleChooseLevel()": Small bug in level series navigation fixed.
557 2002-03-18 src/files.c [src/libgame/misc.c]
558 * Moved some common functions from src/files.c to src/libgame/misc.c.
560 2002-03-18 src/files.c [src/libgame/misc.c]
561 * Changed permissions for new directories and saved files (especially
562 score files) according to suggestions of Debian users and mantainers.
563 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
565 2002-03-17 src/files.c
566 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
567 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
568 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
569 for levels and "TAPE" for tapes). Old "cookie" style format is
570 still supported for reading. New level and tape files are written
573 * New IFF chunk "VERS" contains version numbers for file and game
574 (where "game version" is the version of the program that wrote the
575 file, and "file version" is a version number to distinguish files
576 with different format, for example after adding new features).
578 2002-03-15 src/screen.c
579 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
580 (Before, you heard a mixture of the in-game music and the
583 2002-03-14 src/events.c
584 * Function "DumpTape()" (files.c) now available by pressing 't' from
585 main menu (when in DEBUG mode).
587 2002-03-14 src/game.c
588 * "GameWon()": When game was won playing a tape, now there is no delay
589 raising the score and no corresponding sound is played.
591 2002-03-14 src/files.c
592 * Changed "LoadTape()" for real chunk support and also adjusted
593 "SaveTape()" accordingly.
595 2002-03-14 src/game.c, src/tape.c, src/files.c
596 * Important changes to tape format: The old tape format stored all
597 actions with a real effect with a corresponding delay between the
598 stored actions. This had some major disadvantages (for example,
599 push delays had to be ignored, pressing a button for some seconds
600 mutated to several single button presses because of the non-action
601 delays between two action frames etc.). The new tape format just
602 stupidly records all device actions and replays them later. I really
603 don't know why I haven't solved it that way before?! Old-style tapes
604 (with tape file version less than 2.0) get converted to the new
605 format on-the-fly when loading and can therefore still be played;
606 only some minor parts of the old-style tape handling code was needed.
607 (A perfect conversion is not possible, because there is information
608 missing about the device actions between two action frames.)
610 2002-03-14 src/files.c
611 * New function "DumpTape()" to dump the contents of the current tape
612 in a human readable format.
614 2002-03-14 src/game.c
615 * Small tape bug fixed: When automatically advancing to next level
616 after a game was won, the tape from the previous level still was
617 loaded as a tape for the new level.
619 2002-03-14 src/tape.c
620 * Small graphical bug fixed: When pressing ""Record" or "Play" on
621 tape, cartoons did not get completely removed because
622 StopAnimation() was not called.
624 2002-03-13 src/files.c
625 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
626 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
627 size even when using 16-bit elements). Added new chunk "CNT2" for
628 16-bit amoeba content (previously written in 8-bit field in "HEAD"
629 chunk even when content was 16-bit element). "CNT2" should now be
630 able to store content for arbitrary elements (up to eight blocks of
631 3 x 3 element arrays). All "CNT2" elements will always be stored as
632 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
634 2002-03-13 src/files.c
635 * Changed "LoadLevel()" for real chunk support.
637 2002-03-12 src/game.c
638 * Fixed problem (introduced after 2.0.0 release) with penguins
639 not getting killed by enemies
641 2002-02-24 src/game.c, src/main.h
642 * Added "player->is_moving"; now "player->last_move_dir" does
643 not contain any information if the player is just moving at
645 Before, "player->last_move_dir" was misused for this purpose
646 for the robot stuff (robots don't kill players when they are
647 moving). But setting "player->last_move_dir" to MV_NO_MOVING
648 broke tapes when walking through pipes!
649 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
650 in a continuous movement. This fact is ignored for friends and