2 * fixed displaying and typing of player name when it is centered
3 * added special characters to be allowed for player name (not only A-Z)
6 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
7 (newer versions of the SDL library seem to not like this anymore)
10 * added code for configuration directives for control of game panel
13 * fixed small cosmetical bug with underlining property tabs in editor
16 * fixed small drawing bug in X11FadeRectangle
17 * added new elements for newly supported Diamond Caves II levels:
18 - EM/DC style exits that disappear after passing
19 - white key and gate (one white key needed for each white gate)
20 - fake gate (there is no key to open/pass this kind of gate!)
21 - extended magic wall which also handles pearls and crystals
25 * changed maximum value for endless loop detection to a higher value
26 (some levels really used very deep recursion without being endless)
29 * added new elements for newly supported Diamond Caves II levels:
34 * added new elements for newly supported Diamond Caves II levels:
38 * added level file loader for native Diamond Caves II levels
41 * version number set to 3.2.4
44 * version 3.2.3 released
47 * fixed malloc/free bug when updating EMC artwork entries in level list
48 * added workaround (warning and request to quit the current game) when
49 changing elements cause endless recursion loop (which would otherwise
50 freeze the game, causing a crash-like program exit on some systems)
53 * fixed nasty string overflow bug when entering too long envelope text
56 * added feedback sounds for menu navigation "menu.item.activating" and
57 "menu.item.selecting" (for highlighting and executing menu entries)
60 * improved "no scrolling when relocating" to also consider scroll delay
61 (meaning that the player is not automatically centered in this case;
62 this makes it possible to "invisibly" relocate the player to a region
63 of the level playfield which looks the same as the old level region)
64 * fixed bug with not recognizing "main.input.name.align" when active
67 * fixed bug with displaying masked borders over title screens when
68 screen fading is disabled
71 * fixed infinite loop / crash bug when killing the player while having
72 a CE with the setting "kill player X when explosion of <player X>"
73 * added special editor graphic for "char_space" to distinguish it from
74 "empty_space" when editing a level (in-game graphics still the same)
77 * fixed nasty bug with initialization only done for the first player
80 * small change to handle loading empty element/content list micro chunks
83 * uploaded pre-release (test) version 3.2.3-0 binary and source code
86 * some optimizations on startup speed by reducing initial text output
89 * added caching of custom artwork information for faster startup times
92 * fixed graphical bug when using fewer menu entries on level selection
93 screen than usual (with "menu.list_size.LEVELS" directive)
94 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
95 the backbuffer to the backbuffer by error (with identical rectangle)
98 * fixed bug when displaying titlescreen with size less than element tile
99 * fixed bug that caused elements with "change when digging <e>" event
100 to change for _every_ digged element, not only those specified in <e>
101 * fixed bug that caused impact style collision when dropping element one
102 tile over the player that can both fall down and smash players
103 * fixed bug that caused impact style collision when element changed to
104 falling/smashing element over the player immediately after movement
107 * fixed bug that allowed making engine snapshots from the level editor
110 * fixed bugs with player name and current level positions on main screen
113 * added configuration directives for control of title screens:
114 - "title.fade_delay" for fading time
115 - "title.post_delay" for pause between screens (when not crossfading)
116 - "title.auto_delay" to automatically continue after some time
117 these settings can each be overridden by specifying them with titles:
118 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
119 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
120 fading mode can also be specified:
121 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
122 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
123 default is using normal fading for menues and initial title screens,
124 while using cross-fading for level set title screens
125 * fixed bug with background not drawn in Hall of Fame after game was won
128 * added configuration directives for the remaining main menu items
131 * added additional configuration directives for info screen draw offset:
132 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
133 * added additional configuration directives for preview info text
134 * limited mouse wheel sensitive screen area to scrollable screen area
137 * added highlighted menu text entries to menu navigation when selected
140 * fixed bug that prevented player from correctly being created in the
141 top left corner by a custom element change in a level without player
142 * fixed bug that prevented player from being killed when indestructible,
143 non-walkable element is placed on player position by extended change
144 * added configurable menu button, text and input positions to main menu
147 * added page fading effects for remaining info sub-screens
148 * fixed small bug that caused some delays when answering door request
151 * added directives "border.draw_masked.*" for menu/playfield area and
152 door areas to display overlapping/masked borders from "global.border"
155 * fixed bug with CE with move speed "not moving" not being animated
156 * when changing player artwork by CE action, reset animation frame
159 * fixed bug with not unmapping main menu screen gadgets on other screens
160 * fixed bug with un-pausing a paused game by releasing still pressed key
161 * fixed bug with not redrawing screen when toggling to/from fullscreen
162 mode while fast reloading tape (without redrawing playfield contents)
163 * fixed bug with quick-saving tape snapshot despite answering with "no"
166 * version number set to 3.2.3
169 * version 3.2.2 released
172 * fixed bug with redrawing screen in fullscreen mode after quick tape
173 reloading when using the EMC game engine
174 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
177 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
180 * added engine snapshot functionality for instant tape reloading (this
181 only works for the last tape saved using "quick save", and does not
182 work across program restarts, because it completely works in memory)
185 * version number set to 3.2.2
188 * version 3.2.1 released
191 * fixed nasty bugs with handling error message file on Mac OS X systems
194 * general code cleanup (removing many annoying "#if 0" blocks etc.)
197 * fixed bug that caused broken tapes when manually appending to tapes
198 using the "pause before death" functionality, followed by recording
199 * added setup option to disable fading of screens for faster testing
202 * code cleanup of new fading functions
205 * changed behaviour after solved game -- do not immediately stop engine
206 * added some more smooth screen fadings (game start, hall of fame etc.)
209 * fixed bug with displaying pushed CE with value/score/delay anim_mode
212 * added configurable level preview position, tile size and dimensions
213 * added configurable game panel value positions (gems, time, score etc.)
216 * fixed small bug with time displayed incorrectly when collecting CEs
219 * fixed bug with bumpy scrolling with EM engine in double player mode
222 * added compatibility code to fix "Snake Bite" style levels that were
223 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
226 * fixed bug with scrollbars inside editor when using the Windows mouse
227 enhancement tool "True X-Mouse" (which injects key events to the event
228 queue to insert selected stuff into the Windows clipboard, which gets
229 confused with the "Insert" key for jumping to the last editor cascade
230 block in the element list)
231 * added Rocks'n'Diamonds icon for use as window icon to SDL version
232 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
235 * added selection of preferred fullscreen mode to setup / graphics menu
236 (useful if default mode 800 x 600 does not match screen aspect ratio)
239 * improved down-scaling of images for better editor and preview graphics
240 * changed user data directory for Mac OS X from Unix style to new place
243 * improved level number selection in main menu and player selection in
244 setup menu (input devices section) by using standard button gadgets
245 * added support for mouse scroll wheel (caused buggy behaviour before)
246 * added support for scrolling horizontal scrollbars with mouse wheel by
247 holding "Shift" key pressed while scrolling the wheel
248 * added support for single step mouse wheel scrolling by holding "Alt"
249 key pressed while scrolling the wheel (can be combined with "Shift")
250 * changed output file "stderr.txt" on Windows platform now always to be
251 created in the R'n'D sub-directory of the personal documents directory
252 * added Windows message box to direct to "stderr.txt" after error aborts
255 * improved general scrollbar handling (when jump-scrolling scrollbars)
258 * changed scrollbars to always show last line as first after scrolling
259 (that means jumping n - 1 screen lines instead of n screen lines)
262 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
263 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
264 * fixed special handling of vertically stacked acid becoming fake acid
267 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
268 affect multiple instances of the same CE, although this kind of
269 change condition usually only affects one single custom element
272 * version number set to 3.2.1
275 * version 3.2.0 released
278 * reorganized level editor element list a bit to match engines better
281 * fixed newly introduced bug with wrongly initializing clipboard element
284 * fixed bug with displaying visible/invisible level border in editor
287 * reorganized some elements in the level editor element list
290 * fixed bug with displaying any player as "yellow" when moving into acid
291 * fixed bug with displaying running player when player stopped at border
294 * fixed bug with player exploding when moving into acid
295 * fixed bug with level settings being reset in editor and when playing
296 (some compatibility settings being set not only after level loading)
297 * fixed crash bug when number of custom graphic frames was set to zero
298 * fixed bug with teleporting player on walkable tile not working anymore
299 * added partial compatibility support for pre-release-only "CONF" chunk
300 (to make Alan Bond's "color cycle" demo work again :-) )
303 * fixed some bugs when displaying title screens from info screen menu
304 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
307 * changed file major version to 3 to reflect level file format changes
308 * uploaded pre-release (test) version 3.2.0-8 binary and source code
311 * added new chunk "NAME" to level file format for level name settings
312 * added new chunk "NOTE" to level file format for envelope settings
313 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
314 * updated magic(5) file to recognize changed and new level file chunks
315 * removed change events "change when CE value/score changes" as unneeded
318 * changed gravity (which only affects the player) from level property
319 to player property (only makes a difference in multi-player levels)
320 * added change events "change when CE value/score changes"
321 * added change events "change when CE value/score changes of <element>"
324 * added new chunk "INFO" to level file format for global level settings
325 * added all element settings from "HEAD" chunk to "CONF" chunk
326 * added all global level settings from "HEAD" chunk to "INFO" chunk
329 * changed level file format by adding two new chunks "CUSX" (for custom
330 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
331 elements, replacing the previous "GRP1" chunk); these new IFF style
332 chunks use the new and flexible "micro chunks inside chunks" technique
333 already used with the new "CONF" chunk (for normal element properties)
334 which makes it possible to easily extend the existing level format
335 (instead of using fixed-length chunks like before, which are either
336 too big due to reserved bytes for future use, or too small when those
337 reserved bytes have all been used and even more data should be stored,
338 requiring the replacement by new and larger chunks just like it went
339 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
342 * added credits pages to the "credits" section that were really missing
343 * added some missing element descriptions to the level editor
344 * added down position of switchgate switch to the level editor
345 and allowed the use of both switch positions at the same time
346 * changed use of "Insert" and "Delete" keys to navigate element list in
347 level editor to start of previous or next cascading block of elements
350 * added the possibility to view the title screen to the info screen menu
351 * fixed some minor bugs with viewing title screens
354 * fixed bug with title (cross)fading in/out when using fullscreen mode
357 * fixed bug that forced re-defining of menu settings in local graphics
358 config file which are already defined in existing base config file
359 * fixed small bug that caused door sounds playing when music is enabled
362 * added the possibility to define up to five title screens for each
363 level set that are displayed after loading using (cross)fading in/out
364 (this was added to display the various start images of the EMC sets)
367 * added "CE score gets zero [of]" to custom element trigger conditions
368 * added setup option to display element token name in level editor
371 * added compatibility code for Juergen Bonhagen's menu artwork settings
374 * fixed bug with displaying wrong animation frame 0 after CE changes
375 * fixed bug with creating invisible elements when light switch is on
378 * added selection between ECS and AGA graphics for EMC levels to setup
381 * adjusted font handling for various narrow EMC style fonts
384 * changed EM engine behaviour back to re-allow initial rolling springs
387 * fixed handling of over-large selectboxes (less error-prone now)
388 * fixed bug when creating GE with walkable element under the player
391 * added use of "Insert" and "Delete" keys to navigate element list in
392 level editor to start of custom elements or start of group elements
393 * added virtual elements to access CE value and CE score of elements:
394 - "CE value of triggering element"
395 - "CE score of triggering element"
396 - "CE value of current element"
397 - "CE score of current element"
400 * fixed "grass" to "sand" in older EM levels (up to file version V4)
403 * changed behaviour of network games with internal errors (because of
404 different client frame counters) from immediately terminating R'n'D
405 to displaying an error message requester and stopping only the game
406 (also to prevent impression of crashes under non command-line runs)
407 * fixed playing network games with the EMC engine (did not work before)
408 * fixed bug with not scrolling the screen in multi-player mode with the
409 focus on player 1 when all players are moving in different directions
410 * fixed bug with keeping pointer to gadget even after its deallocation
411 * fixed bug with allowing "focus on all players" in network games
412 * fixed bug with player focus when playing tapes from network games
415 * uploaded pre-release (test) version 3.2.0-7 binary and source code
418 * code cleanup for game action control for R'n'D and EMC game engine
421 * fixed bug in multi-player movement with focus on both players
422 * added option to control only the focussed player with all input
425 * added player focus switching to level tape recording and re-playing
428 * fixed some bugs in player focus switching in EMC and RND game engine
431 * added special Supaplex animations for Murphy digging and snapping
432 * added special Supaplex animations for Murphy being bored and sleeping
435 * added four new yam yams with explicit start direction for EMC engine
436 * fixed bug in src/libgame/text.c with printing text outside the window
439 * fixed small bug in EMC level loader (copyright sign in EM II levels)
442 * added delayed ignition of EM style dynamite when used in R'n'D engine
443 * added limited movement range to EMC engine when focus on all players
446 * fixed bug with missing (zero) score values for native Supaplex levels
449 * added "continuous snapping" (snapping many elements while holding the
450 snap key pressed, without releasing the snap key after each element)
451 as a new player setting for more compatibility with the classic games
454 * finished scrolling for "focus on all players" in EMC graphics engine
457 * level sets with "levels: 0" are ignored for levels, but not artwork
458 * fixed bug when scanning empty level group directories (endless loop)
461 * fixed bug with explosion graphic for player using "Murphy" graphic
462 * fixed bug with explosion graphic if player leaves explosion in time
463 * changed some descriptive text in setup menu to use medium-width font
464 * added key shortcut settings for switching player focus to setup menu
467 * fixed bug with random value initialization when recording tapes
468 * fixed bug with playing single player tapes when team mode activated
471 * fixed little bug when trying to switch to player that does not exist
474 * added player switching (visual and quick) to R'n'D and EM game engine
475 * added setup option to select visual or quick in-game player switching
478 * added use of "Home" and "End" keys to handle element list in editor
481 * fixed bug with adding score when playing tape with EMC game engine
482 * added steel wall border for levels using EMC engine without border
483 * finally fixed delayed scrolling in EMC engine also for small levels
486 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
489 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
490 * fixed bug when displaying info element without action, but direction
493 * fixed minor graphical problems with springs smashing and slurping
494 (when using R'n'D style graphics instead of EMC style graphics)
497 * added scroll delay (as configured in setup) to EMC graphics engine
500 * improved screen redraw for EMC graphics engine (faster and smoother)
501 * when not scrolling, do not redraw the whole playfield if not needed
504 * added multi-player mode for EMC game engine (with up to four players)
507 * added android (can clone elements) from EMC engine to R'n'D engine
510 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
513 * added selectbox for initial player speed to player settings in editor
516 * version 3.1.2 created that is basically version 3.1.1, but with a
517 major bug fixed that prevented editing your own private levels
518 * version 3.1.2 released
521 * added magic ball (creates elements) from EMC engine to R'n'D engine
524 * uploaded fixed pre-release version 3.2.0-6 binary and source code
527 * fixed bug when using "CE can leave behind <trigger element>"
528 * added new change condition "(after/when) creation of <element>"
529 * added new change condition "(after/when) digging <element>"
530 * fixed bug accessing invalid gadget that caused crashes under Windows
531 * deactivated new possibility for multiple CE changes per frame
534 * uploaded pre-release (test) version 3.2.0-6 binary and source code
537 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
538 * fixed bug with not keeping CE value for moving CEs with only action
539 * changed CE action selectboxes in editor to be only reset when needed
542 * added option "use artwork from element" for custom player artwork
543 * added option "use explosion from element" for player explosions
546 * added cascaded element lists in the level editor
547 * added persistence for cascaded element lists by "editorcascade.conf"
548 * added dynamic element list with all elements used in current level
549 * added possibility for multiple CE changes per frame (experimental)
552 * uploaded pre-release (test) version 3.2.0-5 binary and source code
555 * changed "score for each 10 seconds/steps left" to "1 second/step"
556 * added own score for collecting "extra time" instead of sharing it
557 * added change events "switched by player" and "player switches <e>"
558 * added change events "snapped by player" and "player snaps <e>"
559 * added "set player artwork: <element choice>" to CE action options
560 * added change event "move of <element>"
563 * added "set player shield: off / normal / deadly" to CE action options
564 * added new player option "use level start element" in level editor
565 to set the correct focus at level start to elements from which the
566 player is created later (this did not work before for cascaded CE
567 changes resulting in creation of the player; it is now also possible
568 to create the player from a yam yam which is smashed at level start)
571 * added "set player speed: frozen (not moving)" to CE action options
572 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
575 * added new player option "block snap field" (enabled by default) to
576 make it possible to show a snapping animation like in Emerald Mine
579 * added dynamic selectboxes to custom element action settings in editor
580 * added "CE value" counter for custom elements (instead of "CE count")
581 * added option to use the last "CE value" after custom element change
582 * added option to use the "CE value" of other elements in CE actions
583 * fixed odd behaviour when pressing time orb in levels w/o time limit
584 * added checkbox "use time orb bug" for older levels that use this bug
587 * added missing configuration settings for the following elements:
588 - EL_TIMEGATE_SWITCH (time of open time gate)
589 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
590 - EL_SHIELD_NORMAL (time of shield duration)
591 - EL_SHIELD_DEADLY (time of shield duration)
592 - EL_EXTRA_TIME (time added to level time)
593 - EL_TIME_ORB_FULL (time added to level time)
596 * added "wind direction" as a movement pattern for custom elements
597 * added initial wind direction for balloon / custom elements to editor
598 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
601 * added parameters for "game of life" and "biomaze" elements to editor
604 * added level file chunk "CONF" for generic level and element settings
607 * uploaded pre-release (test) version 3.2.0-4 binary and source code
610 * skip empty level sets (with "levels: 0"; may be artwork base sets)
611 * added sound action ".page[1]" to ".page[32]" for each CE change page
614 * added image config suffix ".clone_from" to copy whole image settings
615 * fixed bug with invalid ("undefined") CE settings in old level files
618 * fixed graphical bug with smashing elements falling faster than player
621 * fixed major bug which prevented private levels from being edited
622 * fixed bug with precedence of general and special font definitions
625 * fixed graphical bug with player animation when player moves slowly
628 * uploaded pre-release (test) version 3.2.0-3 binary and source code
631 * fixed bug which prevented "global.num_toons: 0" from working
634 * major code cleanup (removed all these annoying "#if 0" blocks)
637 * added custom element actions for CE change page in level editor
640 * fixed music initialization bug in init.c (thanks to David Binderman)
641 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
642 (this bug must probably be fixed at other places, too)
645 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
646 (should be '#include <SDL.h>' instead)
649 * fixed bug which prevented "walkable from no direction" from working
650 (due to compatibility code overwriting this setting after loading)
653 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
656 * version number temporarily set to 3.1.1 (intermediate bugfix release)
657 * version 3.1.1 released
660 * changed some va_arg() arguments from 'long' to 'int', fixing problems
661 on 64-bit architecture systems with LP64 data model
664 * fixed bug with bombs not exploding when hitting the last level line
665 (introduced after the release of 3.1.0)
668 * added support for dumping small-sized level sketches from editor
671 * added recognition of "trigger element" for "change digged element to"
672 (this is not really what the "trigger element" was made for, but its
673 use may seem obvious for leaving back digged elements unchanged)
676 * fixed multiple warnings about failed joystick device initialization
679 * fixed bug with dynamite dropped on top of just dropped custom element
680 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
681 dynamite can still be dropped, but drop key must be released before
684 * fixed bug with wrong start directory when started from file browser
685 (due to this bug, R'n'D could not be started from KDE's Konqueror)
688 * fixed bug causing "change when impact" on player not working
689 * fixed wrong priority of "hitting something" over "hitting <element>"
690 * fixed wrong priority of "hit by something" over "hit by <element>"
693 * fixed graphical bug which caused the player (being Murphy) to show
694 collecting animations although the element was collected by penguin
697 * fixed two bugs causing wrong door background graphics in system.c
698 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
701 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
702 * added "no direction" to "walkable/passable from" selectbox options
705 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
706 * in tape autoplay, not only report broken, but also missing tapes
709 * uploaded pre-release (test) version 3.2.0-2 binary and source code
712 * fixed small bug with "linear" animation not working for active lamp
715 * fixed bug with moving up despite gravity due to "block last field"
716 * fixed small bug with wrong draw offset when typing name in main menu
717 * when reading user names from "passwd", ignore data after first comma
718 * when creating new "levelinfo.conf", only write some selected entries
721 * fixed displaying "imported from/by" on preview with empty string
722 * fixed ignoring draw offset for fonts used for level preview texts
725 * fixed a delay problem with SDL and too many mouse motion events
726 * added setup option "skip levels" and level skipping functionality
729 * added move speed "not moving" for non-moving CEs, but with direction
732 * fixed mapping of obsolete element token names in "editorsetup.conf"
733 * fixed bug with sound "acid.splashing" treated as a loop sound
734 * fixed some little sound bugs in native EM engine
737 * fixed small bug when dragging scrollbars to end positions
740 * added editor element descriptions written by Aaron Davidson
743 * improved fallback handling when configured artwork is not available
744 (now using default artwork instead of exiting when files not found)
747 * fixed bug on level selection screen when dragging scrollbar
750 * fixed bug which caused broken tapes when appending to EM engine tapes
753 * uploaded pre-release (test) version 3.2.0-1 binary and source code
756 * added code to replace changed artwork config tokens with other tokens
757 (needed for backwards compatibility, so that older tokens still work)
760 * added native R'n'D graphics for some new EMC elements in EM engine
763 * fixed some bugs in the EM engine integration code
764 * changed EM engine code to allow diagonal movement
765 * changed EM engine code to allow use of separate snap and drop keys
768 * fixed some redraw bugs when using EM engine
771 * fixed bug with not converting RND levels which are set to use native
772 engine to native level structure when loading
775 * uploaded pre-release (test) version 3.2.0-0 binary and source code
778 * version number set to 3.2.0
781 * level data now reset to defaults after attempt to load invalid file
784 * added use of "editorsetup.conf" for different level sets
787 * added auto-detection for various types of Emerald Mine level files
790 * fixed bug with scrollbars getting too small when list is very large
793 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
796 * added most level editor configuration gadgets for new EMC elements
799 * added more element and graphic definitions for new EMC elements
802 * modified native EM engine to use integrated R'n'D sound system
805 * added SDL support to graphics functions in native EM engine
806 (by always using generic libgame interface functions)
809 * fixed bug in frame synchronization in native EM engine
812 * added code to convert levels between R'n'D and native EM engine
815 * new Emerald Mine engine can now play levels selected in main menu
818 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
819 (which creates scaled down graphics for level editor and preview);
820 there's still a memory leak somewhere in the artwork handling code
821 * added "scale image up" functionality to X11 version of zoom function
824 * first attempts to integrate new, native Emerald Mine Club engine
827 * fixed bug in gadget code which caused reset of CEs in level editor
828 (example: pressing 'b' [grab brush] on CE config page erased values)
829 (solution: check if gadgets in ClickOnGadget() are really mapped)
830 * improved level change detection in editor (settings now also checked)
831 * fixed bug with "can move into acid" and "don't collide with" state
834 * fixed maze runner style CEs to use the configured move delay value
837 * added Aaron Davidson's tutorial level set to the "Tutorials" section
840 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
841 * fixed the above fix because it broke level set "machine" (*sigh*)
842 * fixed random element placement in level editor to work as expected
843 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
846 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
849 * fixed bug (missing array boundary check) which caused broken tapes
850 * fixed bug (when loading level template) which caused broken levels
851 * fixed bug with new block last field code when using non-yellow player
854 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
855 * internal change of how the player blocks the last field when moving
856 * fixed blocking delay of last field for EM and SP style block delay
857 * fixed bug where the player had to wait for the usual move delay after
858 unsuccessfully trying to move, when he directly could move after that
859 * the last two changes should make original Supaplex level 93 solvable
860 * improved use of random number generator to make it less predictable
861 * fixed behaviour of slippery SP elements to let slip left, then right
864 * fixed bug with wrong door state after trying to quickload empty tape
865 * fixed waste of static memory usage of the binary, making it smaller
866 * fixed very little graphical bug in Supaplex explosion
869 * version number set to 3.1.1
872 * version 3.1.0 released
875 * fixed bug with crash when writing user levelinfo.conf the first time
878 * added option "convert LEVELDIR [NR]" to command line batch commands
879 * re-converted Supaplex levels to apply latest engine fixes
880 * changed "use graphic/sound of element" to "use graphic of element"
881 due to compatibility problems with some levels ("bug machine" etc.)
884 * fixed bug with CE change replacing player with same or other player
887 * fixed bug with opaque font in envelope with background graphic when
888 background graphic is not transparent itself
891 * added "gravity on" and "gravity off" ports for Supaplex compatibility
892 * corrected original Supaplex level loading code to use these new ports
893 * also corrected Supaplex loader to auto-count infotrons if set to zero
896 * fixed bug with missing initialization of "modified" flag for GEs
899 * fixed bug that caused endless recursion loop when relocating player
900 * fixed tape recorder bug in "step mode" when using "pause before end"
901 * fixed tape recorder bug when changing from "warp forward" mode
904 * fixed bug with "when touching" for pushed elements at last position
907 * fixed bug that caused two activated toolbox buttons in level editor
908 * fixed bug with exploding dynabomb under player due to other explosion
911 * fixed bug with creating walkable custom element under player (again)
912 * fixed bug with not copying explosion type when copying CEs in editor
913 * fixed graphical bug when drawing player in setup menu (input devices)
914 * fixed graphical bug when the player is pushing an accessible element
915 * fixed bug with classic switchable elements triggering CE changes
916 * fixed bug with entering/leaving walkable element in RelocatePlayer()
917 * fixed crash bug when CE leaves behind the trigger player element
920 * fixed bug with broken tubes after placing/exploding dynamite in them
921 * fixed bug with exploding dynamite under player due to other explosion
922 * fixed bug with not resetting push delay under certain circumstances
925 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
926 * added network multiplayer code for Windows (thanks to Niko Böhm)
929 * added option "reachable despite gravity" for gravity movement
930 * changed gravity movement of most classic walkable and passable
931 elements back to "not reachable" (for compatibility reasons)
934 * fixed (removed) "indestructible" / "can explode" dependency in editor
935 * fixed (removed) "accessible inside" / "protected" dependency
936 * fixed (removed) "step mode" / "shield time" dependency
939 * fixed dynabombs exploding now into anything diggable
940 * fixed Supaplex style gravity movement into buggy base now impossible
941 * added pressing key "space" as valid action to select menu options
944 * added "replace when walkable" to relocate player to walkable element
945 * added "enter"/"leave" event for elements affected by relocation
946 * fixed "direct"/"indirect" change order also for "when change" event
947 * fixed graphical bug when pushing things from elements walkable inside
950 * fixed graphic bug when player is snapping while moving in old levels
951 * fixed bug when a moving custom element leaves a player element behind
952 * fixed bug with mole not disappearing when moving into acid pool
953 * fixed bug with incomplete path setting when using "--basepath" option
954 * moving CE can now leave walkable elements behind under the player
955 * when relocating, player can be set on walkable element now
956 * fixed another gravity movement bug
959 * uploaded pre-release (test) version 3.1.0-2 binary and source code
962 * added "collectible" and "removable" to extended replacement types
963 (where "removable" replaces "diggable" and "collectible" elements)
964 * added "collectible & throwable" (to throw element to the next field)
965 * fixed bug with CEs digging elements that are just about to explode
966 * changed mouse cursor now always being visible when game is paused
969 * added possibility to push/press accessible elements from a side that
971 * fixed bug with not setting actual date when appending to tape
974 * fixed bug with incorrectly initialized custom element editor graphics
977 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
978 - number of levels corrected from 18 to 17 in "levelinfo.conf"
981 * fixed bug with destroyed robot wheel still attracting robots forever
982 * fixed bug with time gate switch deactivating after robot wheel time
983 (while the time gate itself is not affected by this misbehaviour)
984 * changed behaviour of BD style amoeba to always get blocked by player
985 (before it was different when there were non-BD elements in level)
986 * fixed bug with player destroying indestructable elements with shield
989 * added option to make growing elements grow into anything diggable
990 (for the various amoeba types, biomaze and "game of life")
993 * fixed bug with movable elements not moving after left behind by CEs
994 * changed gravity movement to anything diggable, not only sand/base
995 * optionally allowing passing to walkable element, not only empty space
996 * added option "can pass to walkable element" for players
997 * finally fixed gravity movement (hopefully)
1000 * fixed bug with movable elements not moving anymore after falling down
1003 * fixed another bug with custom elements digging and leaving elements
1004 * fixed bug with "along left/right side" and automatic start direction
1005 * trigger elements now also displayed when "more custom" deactivated
1006 * fixed bug with clipboard element initialized when loading new level
1007 * added option "drop delay" to set delay before dropping next element
1010 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1013 * added copy and paste functions for custom change pages
1014 * enhanced graphical display and functionality of tape recorder
1015 * fixed bug with custom elements digging and leaving elements
1018 * added move speed faster than "very fast" for custom elements
1019 * fixed bug with 3+3 style explosions and missing border content
1020 * fixed little bug when copying custom elements in the editor
1021 * enhanced custom element changes by more side trigger actions
1024 * added option "no scrolling when relocating" for instant teleporting
1025 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1028 * added trigger element and trigger player to use as target elements
1029 * added copy and paste functions for custom and group elements
1032 * fixed graphical bug when displaying explosion animations
1033 * fixed bug when appending to tapes, resulting in broken tapes
1034 * re-recorded a few tapes broken by fixing gravity checking bug
1037 * "can move into acid" property now for all elements independently
1038 * "can fall into acid" property for player stored in same bitfield now
1039 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1040 * version number set to 3.1.0 (finally!)
1043 * changed tape recording to only record input, not programmed actions
1046 * fixed totally broken (every 8th frame skipped) step-by-step recording
1047 * fixed bug with requester not displayed when quick-loading interrupted
1048 * added option "can fall into acid (with gravity)" for players
1049 * fixed bug with player not falling when snapping down with gravity
1052 * fixed bug which messed up key config when using keypad number keys
1055 * fixed bug which allowed moving upwards even when gravity was active
1056 * fixed bug with missing error handling when dumping levels or tapes
1059 * added different colored editor graphics for Supaplex gravity tubes
1062 * fixed bug that allowed solvable tapes for unsolvable levels
1065 * use unlimited number of droppable elements when "count" set to zero
1066 * added option to use step limit instead of time limit for level
1069 * added player and change page as trigger for custom element change
1072 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1075 * fixed bug with dark yamyam changing to acid when moving over acid
1076 * fixed handling of levels with more than 999 seconds level time
1077 (example: level 76 of "Denmine")
1080 * "spring push bug" reintroduced as configurable element property
1081 * fixed bug with missing properties for "mole"
1082 * fixed bug that showed up when fixing the above "mole" properties bug
1083 * added option "can move into acid" for all movable elements
1084 * fixed graphical bug for elements moving into acid
1085 * changed event handling to handle all pending events before going on
1088 * fixed bug which caused all CE change pages to be ignored which had
1089 the same change event, but used a different element side
1090 (reported by Simon Forsberg)
1092 * fixed bug which caused elements that can move and fall and that are
1093 transported by a conveyor belt to continue moving into that direction
1094 after leaving the conveyor belt, regardless of their own movement
1095 type; only elements which can not move are transported now
1096 (reported by Simon Forsberg)
1098 * fixed bug which could cause an array overflow in RelocatePlayer()
1099 (reported by Niko Böhm)
1101 * changed Emerald Mine style "passable / over" elements to "protected"
1102 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1104 * added new option to select from which side a "walkable/passable"
1105 element can be entered
1108 * added explosion and ignition delay for elements that can explode
1111 * fixed bug which caused player not being protected against enemies
1112 when a CE was "walkable / inside" and was not "indestructible"
1113 * added "walkable/passable" fields to be "protected/unprotected"
1114 against enemies, even if not accessible "inside" but "over/under"
1117 * corrected move pattern to 32 bit and initial move direction to 8 bit
1120 * added second custom element base configuration page
1123 * added some special EMC mappings to Emerald Mine level loader
1124 (also covering previously unknown element in level 0 of "Bondmine 8")
1127 * added option to block last field when player is moving (for Supaplex)
1128 * adjusted push delay of Supaplex elements
1129 * removed delays for envelopes etc. when replaying with maximum speed
1130 * fixed bug when dropping element on a field that just changed to empty
1133 * fixed bug: infotrons can now smash yellow disks
1134 * fixed bug: when gravity active, port above player can now be entered
1135 * removed "one white dot" mouse pointer which irritated some people
1138 * added "choice type" for group element selection
1141 * fixed bug with initial invulnerability of non-yellow player
1144 * added level loader for loading native Supaplex packed levels
1145 (including multi-part levels like the "splvls99" levels)
1148 * fixed bug which allowed creating emeralds by escaping explosions
1151 * custom elements can change (limited) or leave (unlimited) elements
1152 * finally added multiple matches using group elements
1153 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1156 * added new start movement type "previous" for continued CE movement
1157 * added new start movement type "random" for random CE movement start
1160 * added new element "sokoban_field_player" needed for Sokoban levels
1161 (thanks to Ed Booker for pointing this out!)
1164 * added elements that can be digged or left behind by custom elements
1167 * added group elements for multiple matches and random element creation
1170 * fixed some graphical errors displayed in old levels
1173 * fixed wrong double speed movement after passing closing gates
1176 * added level loader for loading native Emerald Mine levels
1179 * changes for "shooting" style CE movement
1182 * Happy New Year! ;-)
1185 * changed default snap/drop keys from left/right Shift to Control keys
1188 * fixed bug with dead player getting reanimated from custom element
1191 * fixed bug with wrong penguin graphics (when entering exit)
1194 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1197 * version number set to 3.0.9
1200 * version 3.0.8 released
1203 * added function checked_free()
1206 * fixed bug with double nut cracking sound
1207 (by eliminating "default element action sound" assignment in init.c)
1210 * fixed crash when no music info files are available
1213 * fixed boring and sleeping sounds
1216 * added "maze runner" and "maze hunter" movement types
1217 * added extended collision conditions for custom elements
1220 * added warnings for undefined token values in artwork config files
1223 * added menu entry for level set information to the info screen
1226 * fixed bug with wrong default impact sound for colored emeralds
1229 * added several sub-screens for the info screen
1230 * menu text now also clickable (not only blue/red sphere left of it)
1233 * added configurable "bored" and "sleeping" animations for the player
1234 * added "awakening" sound for player when waking up after sleeping
1237 * added "copy" and "exchange" functions for custom elements to editor
1240 * added configurable element animations for info screen
1243 * added configurable music credits for info screen
1246 * finally fixed tape recording when player is created from CE change
1249 * added "editorsetup.conf" for editor element list configuration
1252 * added "musicinfo.conf" for menu and level music configuration
1255 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1256 (that only showed up on Linux, but not on Windows systems)
1259 * fixed turning movement of butterflies and fireflies (no frame reset)
1260 * enhanced sniksnak turning movement (two steps instead of only one)
1263 * version number set to 3.0.8
1266 * version 3.0.7 released
1269 * fixed reset of player animation frame when, for example,
1270 walking, digging or collecting share the same animation
1271 * fixed CE with "deadly when touching" exploding when touching amoeba
1274 * fixed tape recording when player is created from CE element change
1277 * introduced "turning..." action graphic for elements with move delay
1278 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1279 * added turning animations for bug, spaceship and sniksnak
1282 * prevent "extended" changed elements from delay change in same frame
1285 * fixed bug when pushing element that can move away to the side
1286 (like pushing falling elements, but now with moving elements)
1289 * finally fixed serious bug in code for delayed element pushing (again)
1292 * unavailable setup options now marked as "n/a" instead of "off"
1293 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1294 to "true", levels are always played with the latest game engine,
1295 which is desired for levels that are imported from other games; all
1296 other levels are played with the engine version stored in level file
1297 (which is normally the engine version the level was created with)
1300 * fixed serious bug in code for delayed element pushing
1301 * fixed little bug in animation frame selection for pushed elements
1302 * speed-up of reading config file for verbose output
1305 * added configuration option for opening and closing Supaplex exit
1306 * added configuration option for moving up/down animation for Murphy
1307 * fixed incorrectly displayed animation for attacking dragon
1308 * fixed bug with not setting initial gravity for each new game
1309 * fixed bug with teleportation of player by custom element change
1310 * fixed bug with player not getting smashed by rock sometimes
1313 * version number set to 3.0.7
1316 * version 3.0.6 released
1319 * added support for MP3 music for SDL version through SMPEG library
1322 * fixed bug when initializing font graphic structure
1323 * fixed bug with animation mode "pingpong" when using only 1 frame
1324 * fixed bug with extended change target introduced in 3.0.5
1325 * fixed bug where passing over moving element doubles player speed
1326 * fixed bug with elements continuing to move into push direction
1327 * fixed bug with duplicated player when dropping bomb with shield on
1328 * added "switching" event for custom elements ("pressing" only once)
1329 * fixed switching bug (resetting flag when not switching but not idle)
1332 * fixed element tokens for certain file elements with ".active" etc.
1335 * version number set to 3.0.6
1338 * version 3.0.5 released
1341 * now four envelope elements available
1342 * font, background, animation and sound for envelope now configurable
1343 * main menu doors opening/closing animation type now configurable
1346 * active/inactive sides configurable for custom element changes
1347 * new movement type "move when pushed" available for custom elements
1350 * fixed bug in multiple config pages loader code that caused crashes
1353 * enhanced (remaining low-resolution) Supaplex graphics
1356 * version number set to 3.0.5
1359 * version 3.0.4 released
1361 2003-09-12 src/tools.c
1362 * fixed bug in custom definition of crumbled element graphics
1364 2003-09-11 src/files.c
1365 * fixed bug in multiple config pages code that caused crashes
1368 * version number set to 3.0.4
1371 * version 3.0.3 released
1374 * added music to Supaplex classic level set
1376 2003-09-07 src/libgame/misc.c
1377 * added support for loading various music formats through SDL_mixer
1379 2003-09-06 (various source files)
1380 * fixed several nasty bugs that may have caused crashes on some systems
1381 * added envelope content which gets displayed when collecting envelope
1382 * added multiple change event pages for custom elements
1384 2003-08-24 src/game.c
1385 * fixed problem with player animation when snapping and moving
1387 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1388 * fixed problem with flickering when drawing toon animations
1390 2003-08-23 src/libgame/sdl.c
1391 * fixed problem with setting mouse cursor in SDL version in fullscreen
1393 2003-08-23 src/game.c
1394 * fixed bug (missing array boundary check) which could crash the game
1397 * version number set to 3.0.3
1400 * version 3.0.2 released
1402 2003-08-21 src/game.c
1403 * fixed bug with creating inaccessible elements at player position
1405 2003-08-20 src/init.c
1406 * fixed bug with not finding current level artwork directory
1408 2003-08-20 src/files.c
1409 * fixed bug with choosing wrong engine version when playing tapes
1410 * fixed bug with messing up custom element properties in 3.0.0 levels
1413 * version number set to 3.0.2
1416 * version 3.0.1 released
1418 2003-08-17 (no source files affected)
1419 * changed all "classic" PCX image files with 16 colors or less to
1420 256 color (8 bit) storage format, because the Allegro game library
1421 cannot handle PCX files with less than 256 colors (contributed
1422 graphics are not affected and might look wrong in the DOS version)
1424 2003-08-16 src/init.c
1425 * fixed bug which (for example) crashed the level editor when defining
1426 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1427 (only set to default) -- invalid graphics now set to default graphic
1429 2003-08-16 src/init.c
1430 * fixed graphical bug of player digging/collecting/snapping element
1431 when no corresponding graphic/animation is defined for this action,
1432 resulting in player being drawn as EL_EMPTY (which should only be
1433 done to elements being collected, but not to the player)
1435 2003-08-16 src/game.c
1436 * fixed small graphical bug of player not totally moving into exit
1438 2003-08-16 src/libgame/setup.c
1439 * fixed bug with wrong MS-DOS 8.3 filename conversion
1441 2003-08-16 src/tools.c
1442 * fixed bug with invisible mouse cursor when pressing ESC while playing
1444 2003-08-16 (various source files)
1445 * added another 128 custom elements (disabled in editor by default)
1447 2003-08-16 src/editor.c
1448 * fixed NULL string bug causing Solaris to crash in sprintf()
1450 2003-08-16 src/screen.c
1451 * fixed drawing over scrollbar on level selection with custom fonts
1453 2003-08-15 src/game.c
1454 * cleanup of simple sounds / loop sounds / music settings
1456 2003-08-08 (various source files)
1457 * added custom element property for dropping collected elements
1459 2003-08-08 src/conf_gfx.c
1460 * fixed bug with missing graphic for active red disk bomb
1462 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1463 * extended variable "level.gravity" to "level.initial_gravity" and
1464 "game.current_gravity" to prevent level setting from being changed
1465 by playing the level (keeping the runtime value after playing)
1467 * fixed graphics bug when digging element that has 'crumbled' graphic
1468 definition, but not 'diggable' graphic definition
1471 * version number set to 3.0.1
1474 * version 3.0.0 released
1477 * various bug fixes; among others:
1478 - fixed bug with pushing spring over empty space
1479 - fixed bug with leaving tube while placing dynamite
1480 - fixed bug with explosion of smashed penguins
1481 - allow Murphy player graphic in levels with non-Supaplex elements
1485 * I have forgotten to document changes for some time
1488 * pre-release version 2.2.0rc1 released
1491 * version number set to 2.1.2
1494 * version 2.1.1 released
1497 * version number set to 2.1.1
1500 * version 2.1.0 released
1503 * version number set to 2.1.0
1505 2002-04-03 to 2002-05-19 (various source files)
1506 * graphics, sounds and music now fully configurable
1507 * bug fixed that prevented walking through tubes when gravity on
1509 2002-04-02 src/events.c, src/editor.c
1510 * Make Escape key less aggressive when playing or when editing level.
1511 This can be configured as an option in the setup menu. (Default is
1512 "less aggressive" which means "ask user if something can be lost"
1513 when pressing the Escape key.)
1515 2002-04-02 src/screen.c
1516 * Added "graphics setup" screen.
1518 2002-04-01 src/screen.c
1519 * Changed "choose level" setup screen stuff to be more generic (to
1520 make it easier to add more "choose from generic tree" setup screens).
1522 2002-04-01 src/config.c, src/timestamp.h
1523 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1524 automatically gets created by "src/Makefile" and contains an actual
1525 compile-time timestamp to identify development versions of the game).
1527 2002-03-31 src/tape.c, src/events.c
1528 * Added quick game/tape save/load functions to tape stuff which can be
1529 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1530 loads previously recorded tape and directly goes into recording mode
1531 from the end of the tape (therefore appending to the tape).
1533 2002-03-31 src/tape.c
1534 * Added "index mark" function to tape recorder. When playing or
1535 recording, "eject" button changes to "index" button. Setting index
1536 mark is not yet implemented, but pressing index button when playing
1537 allows very quick advancing to end of tape (when normal playing),
1538 very fast forward mode (when playing with normal fast forward) or
1539 very fast reaching of "pause before end of tape" (when playing with
1540 "pause before end" playing mode).
1542 2002-03-30 src/cartoons.c
1543 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1545 2002-03-29 src/screen.c
1546 * Changed setup screen stuff to be more generic (to make it easier
1547 to add more setup screens).
1549 2002-03-23 src/main.c, src/main.h
1550 * Various changes due to the introduction of the new libgame files
1551 "setup.c" and "joystick.c".
1553 2002-03-23 src/files.c
1554 * Generic parts of "src/files.c" (mainly setup and level directory
1555 stuff) moved to new libgame file "src/libgame/setup.c".
1557 2002-03-23 src/joystick.c
1558 * File "src/joystick.c" moved to libgame source tree, with
1559 correspondig changes.
1561 2002-03-22 src/screens.c
1562 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1563 (Wrong level series information displayed when entering main group.)
1565 2002-03-22 src/editor.c
1566 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1568 2002-03-22 src/editor.c
1569 * Changed behaviour of "Escape" key in level editor to be more
1570 intuitive: When in "Element Properties" or "Level Info" mode,
1571 return to "Drawing Mode" instead of leaving the level editor.
1573 2002-03-21 src/game.c, src/editor.c, src/files.c
1574 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1575 gems (emeralds, diamonds, ...) slipping down from normal wall,
1576 steel wall and growing wall (as in E.M.C. style levels). Although
1577 the behaviour of contributed and private levels wasn't changed (due
1578 to the use of "level.game_version"; see previous entry), editing
1579 those levels will (of course) change the behaviour accordingly.
1581 This change seems a bit too hard after thinking about it, because
1582 the EM style behaviour is not the "expected" behaviour (gems would
1583 normally only slip down from "rounded" walls). Therefore this was
1584 now changed to an element property for gem style elements, with the
1585 default setting "off" (which means: no special EM style behaviour).
1586 To fix older converted levels, this flag is set to "on" for pre-2.0
1587 levels that are neither contributed nor private levels.
1589 2002-03-20 src/files.h
1590 * Corrected settings for "level.game_version" depending of level type.
1591 (Contributed and private levels always get played with game engine
1592 version they were created with, while converted levels always get
1593 played with the most recent version of the game engine, to let new
1594 corrections of the emulation behaviour take effect.)
1596 2002-03-20 src/main.h
1597 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1598 compiling the SDL version on some systems.
1599 Thanks to the several people who pointed this out.
1602 * Version number set to 2.0.2.
1605 * Version 2.0.1 released.
1607 2002-03-18 src/screens.c
1608 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1610 2002-03-18 src/files.c [src/libgame/misc.c]
1611 * Moved some common functions from src/files.c to src/libgame/misc.c.
1613 2002-03-18 src/files.c [src/libgame/misc.c]
1614 * Changed permissions for new directories and saved files (especially
1615 score files) according to suggestions of Debian users and mantainers.
1616 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1618 2002-03-17 src/files.c
1619 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1620 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1621 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1622 for levels and "TAPE" for tapes). Old "cookie" style format is
1623 still supported for reading. New level and tape files are written
1626 * New IFF chunk "VERS" contains version numbers for file and game
1627 (where "game version" is the version of the program that wrote the
1628 file, and "file version" is a version number to distinguish files
1629 with different format, for example after adding new features).
1631 2002-03-15 src/screen.c
1632 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1633 (Before, you heard a mixture of the in-game music and the
1634 hall-of-fame music.)
1636 2002-03-14 src/events.c
1637 * Function "DumpTape()" (files.c) now available by pressing 't' from
1638 main menu (when in DEBUG mode).
1640 2002-03-14 src/game.c
1641 * "GameWon()": When game was won playing a tape, now there is no delay
1642 raising the score and no corresponding sound is played.
1644 2002-03-14 src/files.c
1645 * Changed "LoadTape()" for real chunk support and also adjusted
1646 "SaveTape()" accordingly.
1648 2002-03-14 src/game.c, src/tape.c, src/files.c
1649 * Important changes to tape format: The old tape format stored all
1650 actions with a real effect with a corresponding delay between the
1651 stored actions. This had some major disadvantages (for example,
1652 push delays had to be ignored, pressing a button for some seconds
1653 mutated to several single button presses because of the non-action
1654 delays between two action frames etc.). The new tape format just
1655 stupidly records all device actions and replays them later. I really
1656 don't know why I haven't solved it that way before?! Old-style tapes
1657 (with tape file version less than 2.0) get converted to the new
1658 format on-the-fly when loading and can therefore still be played;
1659 only some minor parts of the old-style tape handling code was needed.
1660 (A perfect conversion is not possible, because there is information
1661 missing about the device actions between two action frames.)
1663 2002-03-14 src/files.c
1664 * New function "DumpTape()" to dump the contents of the current tape
1665 in a human readable format.
1667 2002-03-14 src/game.c
1668 * Small tape bug fixed: When automatically advancing to next level
1669 after a game was won, the tape from the previous level still was
1670 loaded as a tape for the new level.
1672 2002-03-14 src/tape.c
1673 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1674 tape, cartoons did not get completely removed because
1675 StopAnimation() was not called.
1677 2002-03-13 src/files.c
1678 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1679 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1680 size even when using 16-bit elements). Added new chunk "CNT2" for
1681 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1682 chunk even when content was 16-bit element). "CNT2" should now be
1683 able to store content for arbitrary elements (up to eight blocks of
1684 3 x 3 element arrays). All "CNT2" elements will always be stored as
1685 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1687 2002-03-13 src/files.c
1688 * Changed "LoadLevel()" for real chunk support.
1690 2002-03-12 src/game.c
1691 * Fixed problem (introduced after 2.0.0 release) with penguins
1692 not getting killed by enemies
1694 2002-02-24 src/game.c, src/main.h
1695 * Added "player->is_moving"; now "player->last_move_dir" does
1696 not contain any information if the player is just moving at
1698 Before, "player->last_move_dir" was misused for this purpose
1699 for the robot stuff (robots don't kill players when they are
1700 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1701 broke tapes when walking through pipes!
1702 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1703 in a continuous movement. This fact is ignored for friends and