2 * version number set to 3.2.4
5 * version 3.2.3 released
8 * fixed malloc/free bug when updating EMC artwork entries in level list
9 * added workaround (warning and request to quit the current game) when
10 changing elements cause endless recursion loop (which would otherwise
11 freeze the game, causing a crash-like program exit on some systems)
14 * fixed nasty string overflow bug when entering too long envelope text
17 * added feedback sounds for menu navigation "menu.item.activating" and
18 "menu.item.selecting" (for highlighting and executing menu entries)
21 * improved "no scrolling when relocating" to also consider scroll delay
22 (meaning that the player is not automatically centered in this case;
23 this makes it possible to "invisibly" relocate the player to a region
24 of the level playfield which looks the same as the old level region)
25 * fixed bug with not recognizing "main.input.name.align" when active
28 * fixed bug with displaying masked borders over title screens when
29 screen fading is disabled
32 * fixed infinite loop / crash bug when killing the player while having
33 a CE with the setting "kill player X when explosion of <player X>"
34 * added special editor graphic for "char_space" to distinguish it from
35 "empty_space" when editing a level (in-game graphics still the same)
38 * fixed nasty bug with initialization only done for the first player
41 * small change to handle loading empty element/content list micro chunks
44 * uploaded pre-release (test) version 3.2.3-0 binary and source code
47 * some optimizations on startup speed by reducing initial text output
50 * added caching of custom artwork information for faster startup times
53 * fixed graphical bug when using fewer menu entries on level selection
54 screen than usual (with "menu.list_size.LEVELS" directive)
55 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
56 the backbuffer to the backbuffer by error (with identical rectangle)
59 * fixed bug when displaying titlescreen with size less than element tile
60 * fixed bug that caused elements with "change when digging <e>" event
61 to change for _every_ digged element, not only those specified in <e>
62 * fixed bug that caused impact style collision when dropping element one
63 tile over the player that can both fall down and smash players
64 * fixed bug that caused impact style collision when element changed to
65 falling/smashing element over the player immediately after movement
68 * fixed bug that allowed making engine snapshots from the level editor
71 * fixed bugs with player name and current level positions on main screen
74 * added configuration directives for control of title screens:
75 - "title.fade_delay" for fading time
76 - "title.post_delay" for pause between screens (when not crossfading)
77 - "title.auto_delay" to automatically continue after some time
78 these settings can each be overridden by specifying them with titles:
79 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
80 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
81 fading mode can also be specified:
82 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
83 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
84 default is using normal fading for menues and initial title screens,
85 while using cross-fading for level set title screens
86 * fixed bug with background not drawn in Hall of Fame after game was won
89 * added configuration directives for the remaining main menu items
92 * added additional configuration directives for info screen draw offset:
93 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
94 * added additional configuration directives for preview info text
95 * limited mouse wheel sensitive screen area to scrollable screen area
98 * added highlighted menu text entries to menu navigation when selected
101 * fixed bug that prevented player from correctly being created in the
102 top left corner by a custom element change in a level without player
103 * fixed bug that prevented player from being killed when indestructible,
104 non-walkable element is placed on player position by extended change
105 * added configurable menu button, text and input positions to main menu
108 * added page fading effects for remaining info sub-screens
109 * fixed small bug that caused some delays when answering door request
112 * added directives "border.draw_masked.*" for menu/playfield area and
113 door areas to display overlapping/masked borders from "global.border"
116 * fixed bug with CE with move speed "not moving" not being animated
117 * when changing player artwork by CE action, reset animation frame
120 * fixed bug with not unmapping main menu screen gadgets on other screens
121 * fixed bug with un-pausing a paused game by releasing still pressed key
122 * fixed bug with not redrawing screen when toggling to/from fullscreen
123 mode while fast reloading tape (without redrawing playfield contents)
124 * fixed bug with quick-saving tape snapshot despite answering with "no"
127 * version number set to 3.2.3
130 * version 3.2.2 released
133 * fixed bug with redrawing screen in fullscreen mode after quick tape
134 reloading when using the EMC game engine
135 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
138 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
141 * added engine snapshot functionality for instant tape reloading (this
142 only works for the last tape saved using "quick save", and does not
143 work across program restarts, because it completely works in memory)
146 * version number set to 3.2.2
149 * version 3.2.1 released
152 * fixed nasty bugs with handling error message file on Mac OS X systems
155 * general code cleanup (removing many annoying "#if 0" blocks etc.)
158 * fixed bug that caused broken tapes when manually appending to tapes
159 using the "pause before death" functionality, followed by recording
160 * added setup option to disable fading of screens for faster testing
163 * code cleanup of new fading functions
166 * changed behaviour after solved game -- do not immediately stop engine
167 * added some more smooth screen fadings (game start, hall of fame etc.)
170 * fixed bug with displaying pushed CE with value/score/delay anim_mode
173 * added configurable level preview position, tile size and dimensions
174 * added configurable game panel value positions (gems, time, score etc.)
177 * fixed small bug with time displayed incorrectly when collecting CEs
180 * fixed bug with bumpy scrolling with EM engine in double player mode
183 * added compatibility code to fix "Snake Bite" style levels that were
184 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
187 * fixed bug with scrollbars inside editor when using the Windows mouse
188 enhancement tool "True X-Mouse" (which injects key events to the event
189 queue to insert selected stuff into the Windows clipboard, which gets
190 confused with the "Insert" key for jumping to the last editor cascade
191 block in the element list)
192 * added Rocks'n'Diamonds icon for use as window icon to SDL version
193 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
196 * added selection of preferred fullscreen mode to setup / graphics menu
197 (useful if default mode 800 x 600 does not match screen aspect ratio)
200 * improved down-scaling of images for better editor and preview graphics
201 * changed user data directory for Mac OS X from Unix style to new place
204 * improved level number selection in main menu and player selection in
205 setup menu (input devices section) by using standard button gadgets
206 * added support for mouse scroll wheel (caused buggy behaviour before)
207 * added support for scrolling horizontal scrollbars with mouse wheel by
208 holding "Shift" key pressed while scrolling the wheel
209 * added support for single step mouse wheel scrolling by holding "Alt"
210 key pressed while scrolling the wheel (can be combined with "Shift")
211 * changed output file "stderr.txt" on Windows platform now always to be
212 created in the R'n'D sub-directory of the personal documents directory
213 * added Windows message box to direct to "stderr.txt" after error aborts
216 * improved general scrollbar handling (when jump-scrolling scrollbars)
219 * changed scrollbars to always show last line as first after scrolling
220 (that means jumping n - 1 screen lines instead of n screen lines)
223 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
224 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
225 * fixed special handling of vertically stacked acid becoming fake acid
228 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
229 affect multiple instances of the same CE, although this kind of
230 change condition usually only affects one single custom element
233 * version number set to 3.2.1
236 * version 3.2.0 released
239 * reorganized level editor element list a bit to match engines better
242 * fixed newly introduced bug with wrongly initializing clipboard element
245 * fixed bug with displaying visible/invisible level border in editor
248 * reorganized some elements in the level editor element list
251 * fixed bug with displaying any player as "yellow" when moving into acid
252 * fixed bug with displaying running player when player stopped at border
255 * fixed bug with player exploding when moving into acid
256 * fixed bug with level settings being reset in editor and when playing
257 (some compatibility settings being set not only after level loading)
258 * fixed crash bug when number of custom graphic frames was set to zero
259 * fixed bug with teleporting player on walkable tile not working anymore
260 * added partial compatibility support for pre-release-only "CONF" chunk
261 (to make Alan Bond's "color cycle" demo work again :-) )
264 * fixed some bugs when displaying title screens from info screen menu
265 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
268 * changed file major version to 3 to reflect level file format changes
269 * uploaded pre-release (test) version 3.2.0-8 binary and source code
272 * added new chunk "NAME" to level file format for level name settings
273 * added new chunk "NOTE" to level file format for envelope settings
274 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
275 * updated magic(5) file to recognize changed and new level file chunks
276 * removed change events "change when CE value/score changes" as unneeded
279 * changed gravity (which only affects the player) from level property
280 to player property (only makes a difference in multi-player levels)
281 * added change events "change when CE value/score changes"
282 * added change events "change when CE value/score changes of <element>"
285 * added new chunk "INFO" to level file format for global level settings
286 * added all element settings from "HEAD" chunk to "CONF" chunk
287 * added all global level settings from "HEAD" chunk to "INFO" chunk
290 * changed level file format by adding two new chunks "CUSX" (for custom
291 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
292 elements, replacing the previous "GRP1" chunk); these new IFF style
293 chunks use the new and flexible "micro chunks inside chunks" technique
294 already used with the new "CONF" chunk (for normal element properties)
295 which makes it possible to easily extend the existing level format
296 (instead of using fixed-length chunks like before, which are either
297 too big due to reserved bytes for future use, or too small when those
298 reserved bytes have all been used and even more data should be stored,
299 requiring the replacement by new and larger chunks just like it went
300 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
303 * added credits pages to the "credits" section that were really missing
304 * added some missing element descriptions to the level editor
305 * added down position of switchgate switch to the level editor
306 and allowed the use of both switch positions at the same time
307 * changed use of "Insert" and "Delete" keys to navigate element list in
308 level editor to start of previous or next cascading block of elements
311 * added the possibility to view the title screen to the info screen menu
312 * fixed some minor bugs with viewing title screens
315 * fixed bug with title (cross)fading in/out when using fullscreen mode
318 * fixed bug that forced re-defining of menu settings in local graphics
319 config file which are already defined in existing base config file
320 * fixed small bug that caused door sounds playing when music is enabled
323 * added the possibility to define up to five title screens for each
324 level set that are displayed after loading using (cross)fading in/out
325 (this was added to display the various start images of the EMC sets)
328 * added "CE score gets zero [of]" to custom element trigger conditions
329 * added setup option to display element token name in level editor
332 * added compatibility code for Juergen Bonhagen's menu artwork settings
335 * fixed bug with displaying wrong animation frame 0 after CE changes
336 * fixed bug with creating invisible elements when light switch is on
339 * added selection between ECS and AGA graphics for EMC levels to setup
342 * adjusted font handling for various narrow EMC style fonts
345 * changed EM engine behaviour back to re-allow initial rolling springs
348 * fixed handling of over-large selectboxes (less error-prone now)
349 * fixed bug when creating GE with walkable element under the player
352 * added use of "Insert" and "Delete" keys to navigate element list in
353 level editor to start of custom elements or start of group elements
354 * added virtual elements to access CE value and CE score of elements:
355 - "CE value of triggering element"
356 - "CE score of triggering element"
357 - "CE value of current element"
358 - "CE score of current element"
361 * fixed "grass" to "sand" in older EM levels (up to file version V4)
364 * changed behaviour of network games with internal errors (because of
365 different client frame counters) from immediately terminating R'n'D
366 to displaying an error message requester and stopping only the game
367 (also to prevent impression of crashes under non command-line runs)
368 * fixed playing network games with the EMC engine (did not work before)
369 * fixed bug with not scrolling the screen in multi-player mode with the
370 focus on player 1 when all players are moving in different directions
371 * fixed bug with keeping pointer to gadget even after its deallocation
372 * fixed bug with allowing "focus on all players" in network games
373 * fixed bug with player focus when playing tapes from network games
376 * uploaded pre-release (test) version 3.2.0-7 binary and source code
379 * code cleanup for game action control for R'n'D and EMC game engine
382 * fixed bug in multi-player movement with focus on both players
383 * added option to control only the focussed player with all input
386 * added player focus switching to level tape recording and re-playing
389 * fixed some bugs in player focus switching in EMC and RND game engine
392 * added special Supaplex animations for Murphy digging and snapping
393 * added special Supaplex animations for Murphy being bored and sleeping
396 * added four new yam yams with explicit start direction for EMC engine
397 * fixed bug in src/libgame/text.c with printing text outside the window
400 * fixed small bug in EMC level loader (copyright sign in EM II levels)
403 * added delayed ignition of EM style dynamite when used in R'n'D engine
404 * added limited movement range to EMC engine when focus on all players
407 * fixed bug with missing (zero) score values for native Supaplex levels
410 * added "continuous snapping" (snapping many elements while holding the
411 snap key pressed, without releasing the snap key after each element)
412 as a new player setting for more compatibility with the classic games
415 * finished scrolling for "focus on all players" in EMC graphics engine
418 * level sets with "levels: 0" are ignored for levels, but not artwork
419 * fixed bug when scanning empty level group directories (endless loop)
422 * fixed bug with explosion graphic for player using "Murphy" graphic
423 * fixed bug with explosion graphic if player leaves explosion in time
424 * changed some descriptive text in setup menu to use medium-width font
425 * added key shortcut settings for switching player focus to setup menu
428 * fixed bug with random value initialization when recording tapes
429 * fixed bug with playing single player tapes when team mode activated
432 * fixed little bug when trying to switch to player that does not exist
435 * added player switching (visual and quick) to R'n'D and EM game engine
436 * added setup option to select visual or quick in-game player switching
439 * added use of "Home" and "End" keys to handle element list in editor
442 * fixed bug with adding score when playing tape with EMC game engine
443 * added steel wall border for levels using EMC engine without border
444 * finally fixed delayed scrolling in EMC engine also for small levels
447 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
450 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
451 * fixed bug when displaying info element without action, but direction
454 * fixed minor graphical problems with springs smashing and slurping
455 (when using R'n'D style graphics instead of EMC style graphics)
458 * added scroll delay (as configured in setup) to EMC graphics engine
461 * improved screen redraw for EMC graphics engine (faster and smoother)
462 * when not scrolling, do not redraw the whole playfield if not needed
465 * added multi-player mode for EMC game engine (with up to four players)
468 * added android (can clone elements) from EMC engine to R'n'D engine
471 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
474 * added selectbox for initial player speed to player settings in editor
477 * version 3.1.2 created that is basically version 3.1.1, but with a
478 major bug fixed that prevented editing your own private levels
479 * version 3.1.2 released
482 * added magic ball (creates elements) from EMC engine to R'n'D engine
485 * uploaded fixed pre-release version 3.2.0-6 binary and source code
488 * fixed bug when using "CE can leave behind <trigger element>"
489 * added new change condition "(after/when) creation of <element>"
490 * added new change condition "(after/when) digging <element>"
491 * fixed bug accessing invalid gadget that caused crashes under Windows
492 * deactivated new possibility for multiple CE changes per frame
495 * uploaded pre-release (test) version 3.2.0-6 binary and source code
498 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
499 * fixed bug with not keeping CE value for moving CEs with only action
500 * changed CE action selectboxes in editor to be only reset when needed
503 * added option "use artwork from element" for custom player artwork
504 * added option "use explosion from element" for player explosions
507 * added cascaded element lists in the level editor
508 * added persistence for cascaded element lists by "editorcascade.conf"
509 * added dynamic element list with all elements used in current level
510 * added possibility for multiple CE changes per frame (experimental)
513 * uploaded pre-release (test) version 3.2.0-5 binary and source code
516 * changed "score for each 10 seconds/steps left" to "1 second/step"
517 * added own score for collecting "extra time" instead of sharing it
518 * added change events "switched by player" and "player switches <e>"
519 * added change events "snapped by player" and "player snaps <e>"
520 * added "set player artwork: <element choice>" to CE action options
521 * added change event "move of <element>"
524 * added "set player shield: off / normal / deadly" to CE action options
525 * added new player option "use level start element" in level editor
526 to set the correct focus at level start to elements from which the
527 player is created later (this did not work before for cascaded CE
528 changes resulting in creation of the player; it is now also possible
529 to create the player from a yam yam which is smashed at level start)
532 * added "set player speed: frozen (not moving)" to CE action options
533 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
536 * added new player option "block snap field" (enabled by default) to
537 make it possible to show a snapping animation like in Emerald Mine
540 * added dynamic selectboxes to custom element action settings in editor
541 * added "CE value" counter for custom elements (instead of "CE count")
542 * added option to use the last "CE value" after custom element change
543 * added option to use the "CE value" of other elements in CE actions
544 * fixed odd behaviour when pressing time orb in levels w/o time limit
545 * added checkbox "use time orb bug" for older levels that use this bug
548 * added missing configuration settings for the following elements:
549 - EL_TIMEGATE_SWITCH (time of open time gate)
550 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
551 - EL_SHIELD_NORMAL (time of shield duration)
552 - EL_SHIELD_DEADLY (time of shield duration)
553 - EL_EXTRA_TIME (time added to level time)
554 - EL_TIME_ORB_FULL (time added to level time)
557 * added "wind direction" as a movement pattern for custom elements
558 * added initial wind direction for balloon / custom elements to editor
559 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
562 * added parameters for "game of life" and "biomaze" elements to editor
565 * added level file chunk "CONF" for generic level and element settings
568 * uploaded pre-release (test) version 3.2.0-4 binary and source code
571 * skip empty level sets (with "levels: 0"; may be artwork base sets)
572 * added sound action ".page[1]" to ".page[32]" for each CE change page
575 * added image config suffix ".clone_from" to copy whole image settings
576 * fixed bug with invalid ("undefined") CE settings in old level files
579 * fixed graphical bug with smashing elements falling faster than player
582 * fixed major bug which prevented private levels from being edited
583 * fixed bug with precedence of general and special font definitions
586 * fixed graphical bug with player animation when player moves slowly
589 * uploaded pre-release (test) version 3.2.0-3 binary and source code
592 * fixed bug which prevented "global.num_toons: 0" from working
595 * major code cleanup (removed all these annoying "#if 0" blocks)
598 * added custom element actions for CE change page in level editor
601 * fixed music initialization bug in init.c (thanks to David Binderman)
602 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
603 (this bug must probably be fixed at other places, too)
606 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
607 (should be '#include <SDL.h>' instead)
610 * fixed bug which prevented "walkable from no direction" from working
611 (due to compatibility code overwriting this setting after loading)
614 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
617 * version number temporarily set to 3.1.1 (intermediate bugfix release)
618 * version 3.1.1 released
621 * changed some va_arg() arguments from 'long' to 'int', fixing problems
622 on 64-bit architecture systems with LP64 data model
625 * fixed bug with bombs not exploding when hitting the last level line
626 (introduced after the release of 3.1.0)
629 * added support for dumping small-sized level sketches from editor
632 * added recognition of "trigger element" for "change digged element to"
633 (this is not really what the "trigger element" was made for, but its
634 use may seem obvious for leaving back digged elements unchanged)
637 * fixed multiple warnings about failed joystick device initialization
640 * fixed bug with dynamite dropped on top of just dropped custom element
641 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
642 dynamite can still be dropped, but drop key must be released before
645 * fixed bug with wrong start directory when started from file browser
646 (due to this bug, R'n'D could not be started from KDE's Konqueror)
649 * fixed bug causing "change when impact" on player not working
650 * fixed wrong priority of "hitting something" over "hitting <element>"
651 * fixed wrong priority of "hit by something" over "hit by <element>"
654 * fixed graphical bug which caused the player (being Murphy) to show
655 collecting animations although the element was collected by penguin
658 * fixed two bugs causing wrong door background graphics in system.c
659 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
662 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
663 * added "no direction" to "walkable/passable from" selectbox options
666 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
667 * in tape autoplay, not only report broken, but also missing tapes
670 * uploaded pre-release (test) version 3.2.0-2 binary and source code
673 * fixed small bug with "linear" animation not working for active lamp
676 * fixed bug with moving up despite gravity due to "block last field"
677 * fixed small bug with wrong draw offset when typing name in main menu
678 * when reading user names from "passwd", ignore data after first comma
679 * when creating new "levelinfo.conf", only write some selected entries
682 * fixed displaying "imported from/by" on preview with empty string
683 * fixed ignoring draw offset for fonts used for level preview texts
686 * fixed a delay problem with SDL and too many mouse motion events
687 * added setup option "skip levels" and level skipping functionality
690 * added move speed "not moving" for non-moving CEs, but with direction
693 * fixed mapping of obsolete element token names in "editorsetup.conf"
694 * fixed bug with sound "acid.splashing" treated as a loop sound
695 * fixed some little sound bugs in native EM engine
698 * fixed small bug when dragging scrollbars to end positions
701 * added editor element descriptions written by Aaron Davidson
704 * improved fallback handling when configured artwork is not available
705 (now using default artwork instead of exiting when files not found)
708 * fixed bug on level selection screen when dragging scrollbar
711 * fixed bug which caused broken tapes when appending to EM engine tapes
714 * uploaded pre-release (test) version 3.2.0-1 binary and source code
717 * added code to replace changed artwork config tokens with other tokens
718 (needed for backwards compatibility, so that older tokens still work)
721 * added native R'n'D graphics for some new EMC elements in EM engine
724 * fixed some bugs in the EM engine integration code
725 * changed EM engine code to allow diagonal movement
726 * changed EM engine code to allow use of separate snap and drop keys
729 * fixed some redraw bugs when using EM engine
732 * fixed bug with not converting RND levels which are set to use native
733 engine to native level structure when loading
736 * uploaded pre-release (test) version 3.2.0-0 binary and source code
739 * version number set to 3.2.0
742 * level data now reset to defaults after attempt to load invalid file
745 * added use of "editorsetup.conf" for different level sets
748 * added auto-detection for various types of Emerald Mine level files
751 * fixed bug with scrollbars getting too small when list is very large
754 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
757 * added most level editor configuration gadgets for new EMC elements
760 * added more element and graphic definitions for new EMC elements
763 * modified native EM engine to use integrated R'n'D sound system
766 * added SDL support to graphics functions in native EM engine
767 (by always using generic libgame interface functions)
770 * fixed bug in frame synchronization in native EM engine
773 * added code to convert levels between R'n'D and native EM engine
776 * new Emerald Mine engine can now play levels selected in main menu
779 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
780 (which creates scaled down graphics for level editor and preview);
781 there's still a memory leak somewhere in the artwork handling code
782 * added "scale image up" functionality to X11 version of zoom function
785 * first attempts to integrate new, native Emerald Mine Club engine
788 * fixed bug in gadget code which caused reset of CEs in level editor
789 (example: pressing 'b' [grab brush] on CE config page erased values)
790 (solution: check if gadgets in ClickOnGadget() are really mapped)
791 * improved level change detection in editor (settings now also checked)
792 * fixed bug with "can move into acid" and "don't collide with" state
795 * fixed maze runner style CEs to use the configured move delay value
798 * added Aaron Davidson's tutorial level set to the "Tutorials" section
801 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
802 * fixed the above fix because it broke level set "machine" (*sigh*)
803 * fixed random element placement in level editor to work as expected
804 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
807 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
810 * fixed bug (missing array boundary check) which caused broken tapes
811 * fixed bug (when loading level template) which caused broken levels
812 * fixed bug with new block last field code when using non-yellow player
815 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
816 * internal change of how the player blocks the last field when moving
817 * fixed blocking delay of last field for EM and SP style block delay
818 * fixed bug where the player had to wait for the usual move delay after
819 unsuccessfully trying to move, when he directly could move after that
820 * the last two changes should make original Supaplex level 93 solvable
821 * improved use of random number generator to make it less predictable
822 * fixed behaviour of slippery SP elements to let slip left, then right
825 * fixed bug with wrong door state after trying to quickload empty tape
826 * fixed waste of static memory usage of the binary, making it smaller
827 * fixed very little graphical bug in Supaplex explosion
830 * version number set to 3.1.1
833 * version 3.1.0 released
836 * fixed bug with crash when writing user levelinfo.conf the first time
839 * added option "convert LEVELDIR [NR]" to command line batch commands
840 * re-converted Supaplex levels to apply latest engine fixes
841 * changed "use graphic/sound of element" to "use graphic of element"
842 due to compatibility problems with some levels ("bug machine" etc.)
845 * fixed bug with CE change replacing player with same or other player
848 * fixed bug with opaque font in envelope with background graphic when
849 background graphic is not transparent itself
852 * added "gravity on" and "gravity off" ports for Supaplex compatibility
853 * corrected original Supaplex level loading code to use these new ports
854 * also corrected Supaplex loader to auto-count infotrons if set to zero
857 * fixed bug with missing initialization of "modified" flag for GEs
860 * fixed bug that caused endless recursion loop when relocating player
861 * fixed tape recorder bug in "step mode" when using "pause before end"
862 * fixed tape recorder bug when changing from "warp forward" mode
865 * fixed bug with "when touching" for pushed elements at last position
868 * fixed bug that caused two activated toolbox buttons in level editor
869 * fixed bug with exploding dynabomb under player due to other explosion
872 * fixed bug with creating walkable custom element under player (again)
873 * fixed bug with not copying explosion type when copying CEs in editor
874 * fixed graphical bug when drawing player in setup menu (input devices)
875 * fixed graphical bug when the player is pushing an accessible element
876 * fixed bug with classic switchable elements triggering CE changes
877 * fixed bug with entering/leaving walkable element in RelocatePlayer()
878 * fixed crash bug when CE leaves behind the trigger player element
881 * fixed bug with broken tubes after placing/exploding dynamite in them
882 * fixed bug with exploding dynamite under player due to other explosion
883 * fixed bug with not resetting push delay under certain circumstances
886 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
887 * added network multiplayer code for Windows (thanks to Niko Böhm)
890 * added option "reachable despite gravity" for gravity movement
891 * changed gravity movement of most classic walkable and passable
892 elements back to "not reachable" (for compatibility reasons)
895 * fixed (removed) "indestructible" / "can explode" dependency in editor
896 * fixed (removed) "accessible inside" / "protected" dependency
897 * fixed (removed) "step mode" / "shield time" dependency
900 * fixed dynabombs exploding now into anything diggable
901 * fixed Supaplex style gravity movement into buggy base now impossible
902 * added pressing key "space" as valid action to select menu options
905 * added "replace when walkable" to relocate player to walkable element
906 * added "enter"/"leave" event for elements affected by relocation
907 * fixed "direct"/"indirect" change order also for "when change" event
908 * fixed graphical bug when pushing things from elements walkable inside
911 * fixed graphic bug when player is snapping while moving in old levels
912 * fixed bug when a moving custom element leaves a player element behind
913 * fixed bug with mole not disappearing when moving into acid pool
914 * fixed bug with incomplete path setting when using "--basepath" option
915 * moving CE can now leave walkable elements behind under the player
916 * when relocating, player can be set on walkable element now
917 * fixed another gravity movement bug
920 * uploaded pre-release (test) version 3.1.0-2 binary and source code
923 * added "collectible" and "removable" to extended replacement types
924 (where "removable" replaces "diggable" and "collectible" elements)
925 * added "collectible & throwable" (to throw element to the next field)
926 * fixed bug with CEs digging elements that are just about to explode
927 * changed mouse cursor now always being visible when game is paused
930 * added possibility to push/press accessible elements from a side that
932 * fixed bug with not setting actual date when appending to tape
935 * fixed bug with incorrectly initialized custom element editor graphics
938 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
939 - number of levels corrected from 18 to 17 in "levelinfo.conf"
942 * fixed bug with destroyed robot wheel still attracting robots forever
943 * fixed bug with time gate switch deactivating after robot wheel time
944 (while the time gate itself is not affected by this misbehaviour)
945 * changed behaviour of BD style amoeba to always get blocked by player
946 (before it was different when there were non-BD elements in level)
947 * fixed bug with player destroying indestructable elements with shield
950 * added option to make growing elements grow into anything diggable
951 (for the various amoeba types, biomaze and "game of life")
954 * fixed bug with movable elements not moving after left behind by CEs
955 * changed gravity movement to anything diggable, not only sand/base
956 * optionally allowing passing to walkable element, not only empty space
957 * added option "can pass to walkable element" for players
958 * finally fixed gravity movement (hopefully)
961 * fixed bug with movable elements not moving anymore after falling down
964 * fixed another bug with custom elements digging and leaving elements
965 * fixed bug with "along left/right side" and automatic start direction
966 * trigger elements now also displayed when "more custom" deactivated
967 * fixed bug with clipboard element initialized when loading new level
968 * added option "drop delay" to set delay before dropping next element
971 * uploaded pre-release (test) version 3.1.0-1 binary and source code
974 * added copy and paste functions for custom change pages
975 * enhanced graphical display and functionality of tape recorder
976 * fixed bug with custom elements digging and leaving elements
979 * added move speed faster than "very fast" for custom elements
980 * fixed bug with 3+3 style explosions and missing border content
981 * fixed little bug when copying custom elements in the editor
982 * enhanced custom element changes by more side trigger actions
985 * added option "no scrolling when relocating" for instant teleporting
986 * uploaded pre-release (test) version 3.1.0-0 binary and source code
989 * added trigger element and trigger player to use as target elements
990 * added copy and paste functions for custom and group elements
993 * fixed graphical bug when displaying explosion animations
994 * fixed bug when appending to tapes, resulting in broken tapes
995 * re-recorded a few tapes broken by fixing gravity checking bug
998 * "can move into acid" property now for all elements independently
999 * "can fall into acid" property for player stored in same bitfield now
1000 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1001 * version number set to 3.1.0 (finally!)
1004 * changed tape recording to only record input, not programmed actions
1007 * fixed totally broken (every 8th frame skipped) step-by-step recording
1008 * fixed bug with requester not displayed when quick-loading interrupted
1009 * added option "can fall into acid (with gravity)" for players
1010 * fixed bug with player not falling when snapping down with gravity
1013 * fixed bug which messed up key config when using keypad number keys
1016 * fixed bug which allowed moving upwards even when gravity was active
1017 * fixed bug with missing error handling when dumping levels or tapes
1020 * added different colored editor graphics for Supaplex gravity tubes
1023 * fixed bug that allowed solvable tapes for unsolvable levels
1026 * use unlimited number of droppable elements when "count" set to zero
1027 * added option to use step limit instead of time limit for level
1030 * added player and change page as trigger for custom element change
1033 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1036 * fixed bug with dark yamyam changing to acid when moving over acid
1037 * fixed handling of levels with more than 999 seconds level time
1038 (example: level 76 of "Denmine")
1041 * "spring push bug" reintroduced as configurable element property
1042 * fixed bug with missing properties for "mole"
1043 * fixed bug that showed up when fixing the above "mole" properties bug
1044 * added option "can move into acid" for all movable elements
1045 * fixed graphical bug for elements moving into acid
1046 * changed event handling to handle all pending events before going on
1049 * fixed bug which caused all CE change pages to be ignored which had
1050 the same change event, but used a different element side
1051 (reported by Simon Forsberg)
1053 * fixed bug which caused elements that can move and fall and that are
1054 transported by a conveyor belt to continue moving into that direction
1055 after leaving the conveyor belt, regardless of their own movement
1056 type; only elements which can not move are transported now
1057 (reported by Simon Forsberg)
1059 * fixed bug which could cause an array overflow in RelocatePlayer()
1060 (reported by Niko Böhm)
1062 * changed Emerald Mine style "passable / over" elements to "protected"
1063 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1065 * added new option to select from which side a "walkable/passable"
1066 element can be entered
1069 * added explosion and ignition delay for elements that can explode
1072 * fixed bug which caused player not being protected against enemies
1073 when a CE was "walkable / inside" and was not "indestructible"
1074 * added "walkable/passable" fields to be "protected/unprotected"
1075 against enemies, even if not accessible "inside" but "over/under"
1078 * corrected move pattern to 32 bit and initial move direction to 8 bit
1081 * added second custom element base configuration page
1084 * added some special EMC mappings to Emerald Mine level loader
1085 (also covering previously unknown element in level 0 of "Bondmine 8")
1088 * added option to block last field when player is moving (for Supaplex)
1089 * adjusted push delay of Supaplex elements
1090 * removed delays for envelopes etc. when replaying with maximum speed
1091 * fixed bug when dropping element on a field that just changed to empty
1094 * fixed bug: infotrons can now smash yellow disks
1095 * fixed bug: when gravity active, port above player can now be entered
1096 * removed "one white dot" mouse pointer which irritated some people
1099 * added "choice type" for group element selection
1102 * fixed bug with initial invulnerability of non-yellow player
1105 * added level loader for loading native Supaplex packed levels
1106 (including multi-part levels like the "splvls99" levels)
1109 * fixed bug which allowed creating emeralds by escaping explosions
1112 * custom elements can change (limited) or leave (unlimited) elements
1113 * finally added multiple matches using group elements
1114 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1117 * added new start movement type "previous" for continued CE movement
1118 * added new start movement type "random" for random CE movement start
1121 * added new element "sokoban_field_player" needed for Sokoban levels
1122 (thanks to Ed Booker for pointing this out!)
1125 * added elements that can be digged or left behind by custom elements
1128 * added group elements for multiple matches and random element creation
1131 * fixed some graphical errors displayed in old levels
1134 * fixed wrong double speed movement after passing closing gates
1137 * added level loader for loading native Emerald Mine levels
1140 * changes for "shooting" style CE movement
1143 * Happy New Year! ;-)
1146 * changed default snap/drop keys from left/right Shift to Control keys
1149 * fixed bug with dead player getting reanimated from custom element
1152 * fixed bug with wrong penguin graphics (when entering exit)
1155 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1158 * version number set to 3.0.9
1161 * version 3.0.8 released
1164 * added function checked_free()
1167 * fixed bug with double nut cracking sound
1168 (by eliminating "default element action sound" assignment in init.c)
1171 * fixed crash when no music info files are available
1174 * fixed boring and sleeping sounds
1177 * added "maze runner" and "maze hunter" movement types
1178 * added extended collision conditions for custom elements
1181 * added warnings for undefined token values in artwork config files
1184 * added menu entry for level set information to the info screen
1187 * fixed bug with wrong default impact sound for colored emeralds
1190 * added several sub-screens for the info screen
1191 * menu text now also clickable (not only blue/red sphere left of it)
1194 * added configurable "bored" and "sleeping" animations for the player
1195 * added "awakening" sound for player when waking up after sleeping
1198 * added "copy" and "exchange" functions for custom elements to editor
1201 * added configurable element animations for info screen
1204 * added configurable music credits for info screen
1207 * finally fixed tape recording when player is created from CE change
1210 * added "editorsetup.conf" for editor element list configuration
1213 * added "musicinfo.conf" for menu and level music configuration
1216 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1217 (that only showed up on Linux, but not on Windows systems)
1220 * fixed turning movement of butterflies and fireflies (no frame reset)
1221 * enhanced sniksnak turning movement (two steps instead of only one)
1224 * version number set to 3.0.8
1227 * version 3.0.7 released
1230 * fixed reset of player animation frame when, for example,
1231 walking, digging or collecting share the same animation
1232 * fixed CE with "deadly when touching" exploding when touching amoeba
1235 * fixed tape recording when player is created from CE element change
1238 * introduced "turning..." action graphic for elements with move delay
1239 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1240 * added turning animations for bug, spaceship and sniksnak
1243 * prevent "extended" changed elements from delay change in same frame
1246 * fixed bug when pushing element that can move away to the side
1247 (like pushing falling elements, but now with moving elements)
1250 * finally fixed serious bug in code for delayed element pushing (again)
1253 * unavailable setup options now marked as "n/a" instead of "off"
1254 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1255 to "true", levels are always played with the latest game engine,
1256 which is desired for levels that are imported from other games; all
1257 other levels are played with the engine version stored in level file
1258 (which is normally the engine version the level was created with)
1261 * fixed serious bug in code for delayed element pushing
1262 * fixed little bug in animation frame selection for pushed elements
1263 * speed-up of reading config file for verbose output
1266 * added configuration option for opening and closing Supaplex exit
1267 * added configuration option for moving up/down animation for Murphy
1268 * fixed incorrectly displayed animation for attacking dragon
1269 * fixed bug with not setting initial gravity for each new game
1270 * fixed bug with teleportation of player by custom element change
1271 * fixed bug with player not getting smashed by rock sometimes
1274 * version number set to 3.0.7
1277 * version 3.0.6 released
1280 * added support for MP3 music for SDL version through SMPEG library
1283 * fixed bug when initializing font graphic structure
1284 * fixed bug with animation mode "pingpong" when using only 1 frame
1285 * fixed bug with extended change target introduced in 3.0.5
1286 * fixed bug where passing over moving element doubles player speed
1287 * fixed bug with elements continuing to move into push direction
1288 * fixed bug with duplicated player when dropping bomb with shield on
1289 * added "switching" event for custom elements ("pressing" only once)
1290 * fixed switching bug (resetting flag when not switching but not idle)
1293 * fixed element tokens for certain file elements with ".active" etc.
1296 * version number set to 3.0.6
1299 * version 3.0.5 released
1302 * now four envelope elements available
1303 * font, background, animation and sound for envelope now configurable
1304 * main menu doors opening/closing animation type now configurable
1307 * active/inactive sides configurable for custom element changes
1308 * new movement type "move when pushed" available for custom elements
1311 * fixed bug in multiple config pages loader code that caused crashes
1314 * enhanced (remaining low-resolution) Supaplex graphics
1317 * version number set to 3.0.5
1320 * version 3.0.4 released
1322 2003-09-12 src/tools.c
1323 * fixed bug in custom definition of crumbled element graphics
1325 2003-09-11 src/files.c
1326 * fixed bug in multiple config pages code that caused crashes
1329 * version number set to 3.0.4
1332 * version 3.0.3 released
1335 * added music to Supaplex classic level set
1337 2003-09-07 src/libgame/misc.c
1338 * added support for loading various music formats through SDL_mixer
1340 2003-09-06 (various source files)
1341 * fixed several nasty bugs that may have caused crashes on some systems
1342 * added envelope content which gets displayed when collecting envelope
1343 * added multiple change event pages for custom elements
1345 2003-08-24 src/game.c
1346 * fixed problem with player animation when snapping and moving
1348 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1349 * fixed problem with flickering when drawing toon animations
1351 2003-08-23 src/libgame/sdl.c
1352 * fixed problem with setting mouse cursor in SDL version in fullscreen
1354 2003-08-23 src/game.c
1355 * fixed bug (missing array boundary check) which could crash the game
1358 * version number set to 3.0.3
1361 * version 3.0.2 released
1363 2003-08-21 src/game.c
1364 * fixed bug with creating inaccessible elements at player position
1366 2003-08-20 src/init.c
1367 * fixed bug with not finding current level artwork directory
1369 2003-08-20 src/files.c
1370 * fixed bug with choosing wrong engine version when playing tapes
1371 * fixed bug with messing up custom element properties in 3.0.0 levels
1374 * version number set to 3.0.2
1377 * version 3.0.1 released
1379 2003-08-17 (no source files affected)
1380 * changed all "classic" PCX image files with 16 colors or less to
1381 256 color (8 bit) storage format, because the Allegro game library
1382 cannot handle PCX files with less than 256 colors (contributed
1383 graphics are not affected and might look wrong in the DOS version)
1385 2003-08-16 src/init.c
1386 * fixed bug which (for example) crashed the level editor when defining
1387 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1388 (only set to default) -- invalid graphics now set to default graphic
1390 2003-08-16 src/init.c
1391 * fixed graphical bug of player digging/collecting/snapping element
1392 when no corresponding graphic/animation is defined for this action,
1393 resulting in player being drawn as EL_EMPTY (which should only be
1394 done to elements being collected, but not to the player)
1396 2003-08-16 src/game.c
1397 * fixed small graphical bug of player not totally moving into exit
1399 2003-08-16 src/libgame/setup.c
1400 * fixed bug with wrong MS-DOS 8.3 filename conversion
1402 2003-08-16 src/tools.c
1403 * fixed bug with invisible mouse cursor when pressing ESC while playing
1405 2003-08-16 (various source files)
1406 * added another 128 custom elements (disabled in editor by default)
1408 2003-08-16 src/editor.c
1409 * fixed NULL string bug causing Solaris to crash in sprintf()
1411 2003-08-16 src/screen.c
1412 * fixed drawing over scrollbar on level selection with custom fonts
1414 2003-08-15 src/game.c
1415 * cleanup of simple sounds / loop sounds / music settings
1417 2003-08-08 (various source files)
1418 * added custom element property for dropping collected elements
1420 2003-08-08 src/conf_gfx.c
1421 * fixed bug with missing graphic for active red disk bomb
1423 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1424 * extended variable "level.gravity" to "level.initial_gravity" and
1425 "game.current_gravity" to prevent level setting from being changed
1426 by playing the level (keeping the runtime value after playing)
1428 * fixed graphics bug when digging element that has 'crumbled' graphic
1429 definition, but not 'diggable' graphic definition
1432 * version number set to 3.0.1
1435 * version 3.0.0 released
1438 * various bug fixes; among others:
1439 - fixed bug with pushing spring over empty space
1440 - fixed bug with leaving tube while placing dynamite
1441 - fixed bug with explosion of smashed penguins
1442 - allow Murphy player graphic in levels with non-Supaplex elements
1446 * I have forgotten to document changes for some time
1449 * pre-release version 2.2.0rc1 released
1452 * version number set to 2.1.2
1455 * version 2.1.1 released
1458 * version number set to 2.1.1
1461 * version 2.1.0 released
1464 * version number set to 2.1.0
1466 2002-04-03 to 2002-05-19 (various source files)
1467 * graphics, sounds and music now fully configurable
1468 * bug fixed that prevented walking through tubes when gravity on
1470 2002-04-02 src/events.c, src/editor.c
1471 * Make Escape key less aggressive when playing or when editing level.
1472 This can be configured as an option in the setup menu. (Default is
1473 "less aggressive" which means "ask user if something can be lost"
1474 when pressing the Escape key.)
1476 2002-04-02 src/screen.c
1477 * Added "graphics setup" screen.
1479 2002-04-01 src/screen.c
1480 * Changed "choose level" setup screen stuff to be more generic (to
1481 make it easier to add more "choose from generic tree" setup screens).
1483 2002-04-01 src/config.c, src/timestamp.h
1484 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1485 automatically gets created by "src/Makefile" and contains an actual
1486 compile-time timestamp to identify development versions of the game).
1488 2002-03-31 src/tape.c, src/events.c
1489 * Added quick game/tape save/load functions to tape stuff which can be
1490 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1491 loads previously recorded tape and directly goes into recording mode
1492 from the end of the tape (therefore appending to the tape).
1494 2002-03-31 src/tape.c
1495 * Added "index mark" function to tape recorder. When playing or
1496 recording, "eject" button changes to "index" button. Setting index
1497 mark is not yet implemented, but pressing index button when playing
1498 allows very quick advancing to end of tape (when normal playing),
1499 very fast forward mode (when playing with normal fast forward) or
1500 very fast reaching of "pause before end of tape" (when playing with
1501 "pause before end" playing mode).
1503 2002-03-30 src/cartoons.c
1504 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1506 2002-03-29 src/screen.c
1507 * Changed setup screen stuff to be more generic (to make it easier
1508 to add more setup screens).
1510 2002-03-23 src/main.c, src/main.h
1511 * Various changes due to the introduction of the new libgame files
1512 "setup.c" and "joystick.c".
1514 2002-03-23 src/files.c
1515 * Generic parts of "src/files.c" (mainly setup and level directory
1516 stuff) moved to new libgame file "src/libgame/setup.c".
1518 2002-03-23 src/joystick.c
1519 * File "src/joystick.c" moved to libgame source tree, with
1520 correspondig changes.
1522 2002-03-22 src/screens.c
1523 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1524 (Wrong level series information displayed when entering main group.)
1526 2002-03-22 src/editor.c
1527 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1529 2002-03-22 src/editor.c
1530 * Changed behaviour of "Escape" key in level editor to be more
1531 intuitive: When in "Element Properties" or "Level Info" mode,
1532 return to "Drawing Mode" instead of leaving the level editor.
1534 2002-03-21 src/game.c, src/editor.c, src/files.c
1535 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1536 gems (emeralds, diamonds, ...) slipping down from normal wall,
1537 steel wall and growing wall (as in E.M.C. style levels). Although
1538 the behaviour of contributed and private levels wasn't changed (due
1539 to the use of "level.game_version"; see previous entry), editing
1540 those levels will (of course) change the behaviour accordingly.
1542 This change seems a bit too hard after thinking about it, because
1543 the EM style behaviour is not the "expected" behaviour (gems would
1544 normally only slip down from "rounded" walls). Therefore this was
1545 now changed to an element property for gem style elements, with the
1546 default setting "off" (which means: no special EM style behaviour).
1547 To fix older converted levels, this flag is set to "on" for pre-2.0
1548 levels that are neither contributed nor private levels.
1550 2002-03-20 src/files.h
1551 * Corrected settings for "level.game_version" depending of level type.
1552 (Contributed and private levels always get played with game engine
1553 version they were created with, while converted levels always get
1554 played with the most recent version of the game engine, to let new
1555 corrections of the emulation behaviour take effect.)
1557 2002-03-20 src/main.h
1558 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1559 compiling the SDL version on some systems.
1560 Thanks to the several people who pointed this out.
1563 * Version number set to 2.0.2.
1566 * Version 2.0.1 released.
1568 2002-03-18 src/screens.c
1569 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1571 2002-03-18 src/files.c [src/libgame/misc.c]
1572 * Moved some common functions from src/files.c to src/libgame/misc.c.
1574 2002-03-18 src/files.c [src/libgame/misc.c]
1575 * Changed permissions for new directories and saved files (especially
1576 score files) according to suggestions of Debian users and mantainers.
1577 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1579 2002-03-17 src/files.c
1580 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1581 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1582 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1583 for levels and "TAPE" for tapes). Old "cookie" style format is
1584 still supported for reading. New level and tape files are written
1587 * New IFF chunk "VERS" contains version numbers for file and game
1588 (where "game version" is the version of the program that wrote the
1589 file, and "file version" is a version number to distinguish files
1590 with different format, for example after adding new features).
1592 2002-03-15 src/screen.c
1593 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1594 (Before, you heard a mixture of the in-game music and the
1595 hall-of-fame music.)
1597 2002-03-14 src/events.c
1598 * Function "DumpTape()" (files.c) now available by pressing 't' from
1599 main menu (when in DEBUG mode).
1601 2002-03-14 src/game.c
1602 * "GameWon()": When game was won playing a tape, now there is no delay
1603 raising the score and no corresponding sound is played.
1605 2002-03-14 src/files.c
1606 * Changed "LoadTape()" for real chunk support and also adjusted
1607 "SaveTape()" accordingly.
1609 2002-03-14 src/game.c, src/tape.c, src/files.c
1610 * Important changes to tape format: The old tape format stored all
1611 actions with a real effect with a corresponding delay between the
1612 stored actions. This had some major disadvantages (for example,
1613 push delays had to be ignored, pressing a button for some seconds
1614 mutated to several single button presses because of the non-action
1615 delays between two action frames etc.). The new tape format just
1616 stupidly records all device actions and replays them later. I really
1617 don't know why I haven't solved it that way before?! Old-style tapes
1618 (with tape file version less than 2.0) get converted to the new
1619 format on-the-fly when loading and can therefore still be played;
1620 only some minor parts of the old-style tape handling code was needed.
1621 (A perfect conversion is not possible, because there is information
1622 missing about the device actions between two action frames.)
1624 2002-03-14 src/files.c
1625 * New function "DumpTape()" to dump the contents of the current tape
1626 in a human readable format.
1628 2002-03-14 src/game.c
1629 * Small tape bug fixed: When automatically advancing to next level
1630 after a game was won, the tape from the previous level still was
1631 loaded as a tape for the new level.
1633 2002-03-14 src/tape.c
1634 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1635 tape, cartoons did not get completely removed because
1636 StopAnimation() was not called.
1638 2002-03-13 src/files.c
1639 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1640 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1641 size even when using 16-bit elements). Added new chunk "CNT2" for
1642 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1643 chunk even when content was 16-bit element). "CNT2" should now be
1644 able to store content for arbitrary elements (up to eight blocks of
1645 3 x 3 element arrays). All "CNT2" elements will always be stored as
1646 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1648 2002-03-13 src/files.c
1649 * Changed "LoadLevel()" for real chunk support.
1651 2002-03-12 src/game.c
1652 * Fixed problem (introduced after 2.0.0 release) with penguins
1653 not getting killed by enemies
1655 2002-02-24 src/game.c, src/main.h
1656 * Added "player->is_moving"; now "player->last_move_dir" does
1657 not contain any information if the player is just moving at
1659 Before, "player->last_move_dir" was misused for this purpose
1660 for the robot stuff (robots don't kill players when they are
1661 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1662 broke tapes when walking through pipes!
1663 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1664 in a continuous movement. This fact is ignored for friends and