2 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
3 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
4 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
5 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
7 * improved title fading, allowing fading animation types "none", "fade"
8 and "crossfade" (including cross-fading of last title to main menu)
11 * added configurability of graphics, sounds and music for title screens,
12 which are separated into initial title screens (only shown once at
13 program startup) and title screens shown for a given level set; these
14 title screens can be composed of up to five title images and up to
15 five title text messages (each drawn using an optional background
16 image), also using background music and/or sounds; aspects like
17 background images, sounds and music of title screens can either be
18 defined generally (valid for all title screens) or specifically (and
19 therefore differently for each title screen) using these directives:
21 to define a background image, sound or music file for all screens:
22 - background.TITLE_INITIAL (for all title screens for game startup)
23 - background.TITLE (for all title screens for level sets)
25 to define a background image, sound or music file for a single screen:
26 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
27 - background.titlescreen_x (with x in 1,2,3,4,5)
28 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
29 - background.titlemessage_x (with x in 1,2,3,4,5)
31 to define the title screen images:
32 - titlescreen_initial_x (with x in 1,2,3,4,5)
33 - titlescreen_x (with x in 1,2,3,4,5)
35 to define the title text messages, place text files into the level set
36 directory that have the following file names:
37 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
38 - titlemessage_x.txt (with x in 1,2,3,4,5)
40 to define the properties of the text messages, either use directives
41 that affect all text messages:
42 - [titlemessage_initial].<suffix>
43 - [titlemessage].<suffix>
44 or use directives that affect single text messages:
45 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
46 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
48 valid values for <suffix> are the same as for readme.<suffix> below;
49 use ".sort_priority" (default: 0) to define an arbitrary order for
50 title images and title messages (which can therefore be mixed)
53 * added full configurability of "readme.txt" screen appearance:
54 - readme.x: <left position used with alignment>
55 - readme.y: <top position>
56 - readme.width: <maximim text width in pixels>
57 - readme.height: <maximum text height in pixels>
58 - readme.chars: <maximum number of chars per line>
59 - readme.lines: <maximum number of lines displayed>
60 - readme.align: left,center,right (default: center)
61 - readme.top: top,middle,bottom (default: top)
62 - readme.font: font name
63 - readme.autowrap: true,false (default: true)
64 - readme.centered: true,false (default: false)
65 - readme.parse_comments: true,false (default: true)
66 - readme.sort_priority: (not used here, but only for title screens)
67 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
68 default), they are automatically determined from "readme.width" and
69 "readme.height" accordingly; when they are not "-1", they have
70 precedence over "readme.width" and "readme.height"
71 * added internal ad-hoc config settings for displaying text files like
72 title messages or "readme.txt" style level set info files:
73 - .font: font name (default: readme.font)
74 - .autowrap: true,false (default: readme.autowrap)
75 - .centered: true,false (default: readme.centered)
76 - .parse_comments: true,false (default: readme.parse_comments)
77 (the leading '.' and the separating ':' are mandatory here); to use
78 these ad-hoc settings, they have to be written inside a comment, like
79 "# .autowrap: false" or "# .centered: true"; these settings then
80 override the above global settings (they can even be used more than
81 once, like "# .centered: true", then some text that should be drawn
82 centered, then "# .centered: false" to go back to non-centered text;
83 important note: after using "# .parse_comments: false", or when using
84 "readme.parse_comments: false", detecting and parsing comments inside
85 the file is disabled and comments are just printed like normal text;
86 also be aware that all automatic text size calculations are done with
87 the font defined in "readme.font", while using different fonts using
88 "# .font: <font>" inside the text file may cause unexpected results
91 * changed some numerical limits in the level editor from 255 to 999
94 * added option "system.sdl_videodriver" to select SDL video driver
95 * added output of SDL video and audio driver to "version info" page
98 * added group element drawing to IntelliDraw drawing functions
99 * fixed animation resetting problem again (last try broke Snake Bite)
100 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
103 * added new (special) "include: <filename>" directive that works in all
104 configuration files (like "graphicsinfo.conf") and that has the same
105 effect as if that directive would be replaced with the content of the
106 specified file (this can be useful to split large configuration files
107 into several smaller ones and include them from one main file, or to
108 store configuration settings that always stay the same into a separate
109 file, while including it and only add those parts that really change)
112 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
115 * fixed bug in "InitMovingField()" where treating an integer array as
116 boolean caused wrong resetting of animations while elements are moving
117 * fixed problem with resetting animations when starting element change
120 * added sort priority for order of title screens and title messages
123 * changed end of game again: do not wait for the user to press a key
124 anymore, but directly ask/confirm tape saving and go to hall of fame
125 * re-enabled quitting of lost game by pressing space or return again
126 * added blanking of mouse pointer when displaying title screens
127 * added remaining menu draw offset definitions for info sub-screens
130 * added setup option to select game speed (from very slow to very fast)
131 * improved handling of title text messages (initial and for level set)
134 * added new options "auto-wrap" and "centered" for DC2 style envelopes
137 * fixed displaying and typing of player name when it is centered
138 * added special characters to be allowed for player name (not only A-Z)
141 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
142 (newer versions of the SDL library seem to not like this anymore)
145 * added code for configuration directives for control of game panel
148 * fixed small cosmetical bug with underlining property tabs in editor
151 * fixed small drawing bug in X11FadeRectangle
152 * added new elements for newly supported Diamond Caves II levels:
153 - EM/DC style exits that disappear after passing
154 - white key and gate (one white key needed for each white gate)
155 - fake gate (there is no key to open/pass this kind of gate!)
156 - extended magic wall which also handles pearls and crystals
160 * changed maximum value for endless loop detection to a higher value
161 (some levels really used very deep recursion without being endless)
164 * added new elements for newly supported Diamond Caves II levels:
165 - growing steel walls
166 - snappable land mine
169 * added new elements for newly supported Diamond Caves II levels:
170 - steel text elements
173 * added level file loader for native Diamond Caves II levels
176 * version number set to 3.2.4
179 * version 3.2.3 released
182 * fixed malloc/free bug when updating EMC artwork entries in level list
183 * added workaround (warning and request to quit the current game) when
184 changing elements cause endless recursion loop (which would otherwise
185 freeze the game, causing a crash-like program exit on some systems)
188 * fixed nasty string overflow bug when entering too long envelope text
191 * added feedback sounds for menu navigation "menu.item.activating" and
192 "menu.item.selecting" (for highlighting and executing menu entries)
195 * improved "no scrolling when relocating" to also consider scroll delay
196 (meaning that the player is not automatically centered in this case;
197 this makes it possible to "invisibly" relocate the player to a region
198 of the level playfield which looks the same as the old level region)
199 * fixed bug with not recognizing "main.input.name.align" when active
202 * fixed bug with displaying masked borders over title screens when
203 screen fading is disabled
206 * fixed infinite loop / crash bug when killing the player while having
207 a CE with the setting "kill player X when explosion of <player X>"
208 * added special editor graphic for "char_space" to distinguish it from
209 "empty_space" when editing a level (in-game graphics still the same)
212 * fixed nasty bug with initialization only done for the first player
215 * small change to handle loading empty element/content list micro chunks
218 * uploaded pre-release (test) version 3.2.3-0 binary and source code
221 * some optimizations on startup speed by reducing initial text output
224 * added caching of custom artwork information for faster startup times
227 * fixed graphical bug when using fewer menu entries on level selection
228 screen than usual (with "menu.list_size.LEVELS" directive)
229 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
230 the backbuffer to the backbuffer by error (with identical rectangle)
233 * fixed bug when displaying titlescreen with size less than element tile
234 * fixed bug that caused elements with "change when digging <e>" event
235 to change for _every_ digged element, not only those specified in <e>
236 * fixed bug that caused impact style collision when dropping element one
237 tile over the player that can both fall down and smash players
238 * fixed bug that caused impact style collision when element changed to
239 falling/smashing element over the player immediately after movement
242 * fixed bug that allowed making engine snapshots from the level editor
245 * fixed bugs with player name and current level positions on main screen
248 * added configuration directives for control of title screens:
249 - "title.fade_delay" for fading time
250 - "title.post_delay" for pause between screens (when not crossfading)
251 - "title.auto_delay" to automatically continue after some time
252 these settings can each be overridden by specifying them with titles:
253 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
254 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
255 fading mode can also be specified:
256 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
257 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
258 default is using normal fading for menues and initial title screens,
259 while using cross-fading for level set title screens
260 * fixed bug with background not drawn in Hall of Fame after game was won
263 * added configuration directives for the remaining main menu items
266 * added additional configuration directives for info screen draw offset:
267 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
268 * added additional configuration directives for preview info text
269 * limited mouse wheel sensitive screen area to scrollable screen area
272 * added highlighted menu text entries to menu navigation when selected
275 * fixed bug that prevented player from correctly being created in the
276 top left corner by a custom element change in a level without player
277 * fixed bug that prevented player from being killed when indestructible,
278 non-walkable element is placed on player position by extended change
279 * added configurable menu button, text and input positions to main menu
282 * added page fading effects for remaining info sub-screens
283 * fixed small bug that caused some delays when answering door request
286 * added directives "border.draw_masked.*" for menu/playfield area and
287 door areas to display overlapping/masked borders from "global.border"
290 * fixed bug with CE with move speed "not moving" not being animated
291 * when changing player artwork by CE action, reset animation frame
294 * fixed bug with not unmapping main menu screen gadgets on other screens
295 * fixed bug with un-pausing a paused game by releasing still pressed key
296 * fixed bug with not redrawing screen when toggling to/from fullscreen
297 mode while fast reloading tape (without redrawing playfield contents)
298 * fixed bug with quick-saving tape snapshot despite answering with "no"
301 * version number set to 3.2.3
304 * version 3.2.2 released
307 * fixed bug with redrawing screen in fullscreen mode after quick tape
308 reloading when using the EMC game engine
309 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
312 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
315 * added engine snapshot functionality for instant tape reloading (this
316 only works for the last tape saved using "quick save", and does not
317 work across program restarts, because it completely works in memory)
320 * version number set to 3.2.2
323 * version 3.2.1 released
326 * fixed nasty bugs with handling error message file on Mac OS X systems
329 * general code cleanup (removing many annoying "#if 0" blocks etc.)
332 * fixed bug that caused broken tapes when manually appending to tapes
333 using the "pause before death" functionality, followed by recording
334 * added setup option to disable fading of screens for faster testing
337 * code cleanup of new fading functions
340 * changed behaviour after solved game -- do not immediately stop engine
341 * added some more smooth screen fadings (game start, hall of fame etc.)
344 * fixed bug with displaying pushed CE with value/score/delay anim_mode
347 * added configurable level preview position, tile size and dimensions
348 * added configurable game panel value positions (gems, time, score etc.)
351 * fixed small bug with time displayed incorrectly when collecting CEs
354 * fixed bug with bumpy scrolling with EM engine in double player mode
357 * added compatibility code to fix "Snake Bite" style levels that were
358 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
361 * fixed bug with scrollbars inside editor when using the Windows mouse
362 enhancement tool "True X-Mouse" (which injects key events to the event
363 queue to insert selected stuff into the Windows clipboard, which gets
364 confused with the "Insert" key for jumping to the last editor cascade
365 block in the element list)
366 * added Rocks'n'Diamonds icon for use as window icon to SDL version
367 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
370 * added selection of preferred fullscreen mode to setup / graphics menu
371 (useful if default mode 800 x 600 does not match screen aspect ratio)
374 * improved down-scaling of images for better editor and preview graphics
375 * changed user data directory for Mac OS X from Unix style to new place
378 * improved level number selection in main menu and player selection in
379 setup menu (input devices section) by using standard button gadgets
380 * added support for mouse scroll wheel (caused buggy behaviour before)
381 * added support for scrolling horizontal scrollbars with mouse wheel by
382 holding "Shift" key pressed while scrolling the wheel
383 * added support for single step mouse wheel scrolling by holding "Alt"
384 key pressed while scrolling the wheel (can be combined with "Shift")
385 * changed output file "stderr.txt" on Windows platform now always to be
386 created in the R'n'D sub-directory of the personal documents directory
387 * added Windows message box to direct to "stderr.txt" after error aborts
390 * improved general scrollbar handling (when jump-scrolling scrollbars)
393 * changed scrollbars to always show last line as first after scrolling
394 (that means jumping n - 1 screen lines instead of n screen lines)
397 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
398 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
399 * fixed special handling of vertically stacked acid becoming fake acid
402 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
403 affect multiple instances of the same CE, although this kind of
404 change condition usually only affects one single custom element
407 * version number set to 3.2.1
410 * version 3.2.0 released
413 * reorganized level editor element list a bit to match engines better
416 * fixed newly introduced bug with wrongly initializing clipboard element
419 * fixed bug with displaying visible/invisible level border in editor
422 * reorganized some elements in the level editor element list
425 * fixed bug with displaying any player as "yellow" when moving into acid
426 * fixed bug with displaying running player when player stopped at border
429 * fixed bug with player exploding when moving into acid
430 * fixed bug with level settings being reset in editor and when playing
431 (some compatibility settings being set not only after level loading)
432 * fixed crash bug when number of custom graphic frames was set to zero
433 * fixed bug with teleporting player on walkable tile not working anymore
434 * added partial compatibility support for pre-release-only "CONF" chunk
435 (to make Alan Bond's "color cycle" demo work again :-) )
438 * fixed some bugs when displaying title screens from info screen menu
439 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
442 * changed file major version to 3 to reflect level file format changes
443 * uploaded pre-release (test) version 3.2.0-8 binary and source code
446 * added new chunk "NAME" to level file format for level name settings
447 * added new chunk "NOTE" to level file format for envelope settings
448 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
449 * updated magic(5) file to recognize changed and new level file chunks
450 * removed change events "change when CE value/score changes" as unneeded
453 * changed gravity (which only affects the player) from level property
454 to player property (only makes a difference in multi-player levels)
455 * added change events "change when CE value/score changes"
456 * added change events "change when CE value/score changes of <element>"
459 * added new chunk "INFO" to level file format for global level settings
460 * added all element settings from "HEAD" chunk to "CONF" chunk
461 * added all global level settings from "HEAD" chunk to "INFO" chunk
464 * changed level file format by adding two new chunks "CUSX" (for custom
465 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
466 elements, replacing the previous "GRP1" chunk); these new IFF style
467 chunks use the new and flexible "micro chunks inside chunks" technique
468 already used with the new "CONF" chunk (for normal element properties)
469 which makes it possible to easily extend the existing level format
470 (instead of using fixed-length chunks like before, which are either
471 too big due to reserved bytes for future use, or too small when those
472 reserved bytes have all been used and even more data should be stored,
473 requiring the replacement by new and larger chunks just like it went
474 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
477 * added credits pages to the "credits" section that were really missing
478 * added some missing element descriptions to the level editor
479 * added down position of switchgate switch to the level editor
480 and allowed the use of both switch positions at the same time
481 * changed use of "Insert" and "Delete" keys to navigate element list in
482 level editor to start of previous or next cascading block of elements
485 * added the possibility to view the title screen to the info screen menu
486 * fixed some minor bugs with viewing title screens
489 * fixed bug with title (cross)fading in/out when using fullscreen mode
492 * fixed bug that forced re-defining of menu settings in local graphics
493 config file which are already defined in existing base config file
494 * fixed small bug that caused door sounds playing when music is enabled
497 * added the possibility to define up to five title screens for each
498 level set that are displayed after loading using (cross)fading in/out
499 (this was added to display the various start images of the EMC sets)
502 * added "CE score gets zero [of]" to custom element trigger conditions
503 * added setup option to display element token name in level editor
506 * added compatibility code for Juergen Bonhagen's menu artwork settings
509 * fixed bug with displaying wrong animation frame 0 after CE changes
510 * fixed bug with creating invisible elements when light switch is on
513 * added selection between ECS and AGA graphics for EMC levels to setup
516 * adjusted font handling for various narrow EMC style fonts
519 * changed EM engine behaviour back to re-allow initial rolling springs
522 * fixed handling of over-large selectboxes (less error-prone now)
523 * fixed bug when creating GE with walkable element under the player
526 * added use of "Insert" and "Delete" keys to navigate element list in
527 level editor to start of custom elements or start of group elements
528 * added virtual elements to access CE value and CE score of elements:
529 - "CE value of triggering element"
530 - "CE score of triggering element"
531 - "CE value of current element"
532 - "CE score of current element"
535 * fixed "grass" to "sand" in older EM levels (up to file version V4)
538 * changed behaviour of network games with internal errors (because of
539 different client frame counters) from immediately terminating R'n'D
540 to displaying an error message requester and stopping only the game
541 (also to prevent impression of crashes under non command-line runs)
542 * fixed playing network games with the EMC engine (did not work before)
543 * fixed bug with not scrolling the screen in multi-player mode with the
544 focus on player 1 when all players are moving in different directions
545 * fixed bug with keeping pointer to gadget even after its deallocation
546 * fixed bug with allowing "focus on all players" in network games
547 * fixed bug with player focus when playing tapes from network games
550 * uploaded pre-release (test) version 3.2.0-7 binary and source code
553 * code cleanup for game action control for R'n'D and EMC game engine
556 * fixed bug in multi-player movement with focus on both players
557 * added option to control only the focussed player with all input
560 * added player focus switching to level tape recording and re-playing
563 * fixed some bugs in player focus switching in EMC and RND game engine
566 * added special Supaplex animations for Murphy digging and snapping
567 * added special Supaplex animations for Murphy being bored and sleeping
570 * added four new yam yams with explicit start direction for EMC engine
571 * fixed bug in src/libgame/text.c with printing text outside the window
574 * fixed small bug in EMC level loader (copyright sign in EM II levels)
577 * added delayed ignition of EM style dynamite when used in R'n'D engine
578 * added limited movement range to EMC engine when focus on all players
581 * fixed bug with missing (zero) score values for native Supaplex levels
584 * added "continuous snapping" (snapping many elements while holding the
585 snap key pressed, without releasing the snap key after each element)
586 as a new player setting for more compatibility with the classic games
589 * finished scrolling for "focus on all players" in EMC graphics engine
592 * level sets with "levels: 0" are ignored for levels, but not artwork
593 * fixed bug when scanning empty level group directories (endless loop)
596 * fixed bug with explosion graphic for player using "Murphy" graphic
597 * fixed bug with explosion graphic if player leaves explosion in time
598 * changed some descriptive text in setup menu to use medium-width font
599 * added key shortcut settings for switching player focus to setup menu
602 * fixed bug with random value initialization when recording tapes
603 * fixed bug with playing single player tapes when team mode activated
606 * fixed little bug when trying to switch to player that does not exist
609 * added player switching (visual and quick) to R'n'D and EM game engine
610 * added setup option to select visual or quick in-game player switching
613 * added use of "Home" and "End" keys to handle element list in editor
616 * fixed bug with adding score when playing tape with EMC game engine
617 * added steel wall border for levels using EMC engine without border
618 * finally fixed delayed scrolling in EMC engine also for small levels
621 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
624 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
625 * fixed bug when displaying info element without action, but direction
628 * fixed minor graphical problems with springs smashing and slurping
629 (when using R'n'D style graphics instead of EMC style graphics)
632 * added scroll delay (as configured in setup) to EMC graphics engine
635 * improved screen redraw for EMC graphics engine (faster and smoother)
636 * when not scrolling, do not redraw the whole playfield if not needed
639 * added multi-player mode for EMC game engine (with up to four players)
642 * added android (can clone elements) from EMC engine to R'n'D engine
645 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
648 * added selectbox for initial player speed to player settings in editor
651 * version 3.1.2 created that is basically version 3.1.1, but with a
652 major bug fixed that prevented editing your own private levels
653 * version 3.1.2 released
656 * added magic ball (creates elements) from EMC engine to R'n'D engine
659 * uploaded fixed pre-release version 3.2.0-6 binary and source code
662 * fixed bug when using "CE can leave behind <trigger element>"
663 * added new change condition "(after/when) creation of <element>"
664 * added new change condition "(after/when) digging <element>"
665 * fixed bug accessing invalid gadget that caused crashes under Windows
666 * deactivated new possibility for multiple CE changes per frame
669 * uploaded pre-release (test) version 3.2.0-6 binary and source code
672 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
673 * fixed bug with not keeping CE value for moving CEs with only action
674 * changed CE action selectboxes in editor to be only reset when needed
677 * added option "use artwork from element" for custom player artwork
678 * added option "use explosion from element" for player explosions
681 * added cascaded element lists in the level editor
682 * added persistence for cascaded element lists by "editorcascade.conf"
683 * added dynamic element list with all elements used in current level
684 * added possibility for multiple CE changes per frame (experimental)
687 * uploaded pre-release (test) version 3.2.0-5 binary and source code
690 * changed "score for each 10 seconds/steps left" to "1 second/step"
691 * added own score for collecting "extra time" instead of sharing it
692 * added change events "switched by player" and "player switches <e>"
693 * added change events "snapped by player" and "player snaps <e>"
694 * added "set player artwork: <element choice>" to CE action options
695 * added change event "move of <element>"
698 * added "set player shield: off / normal / deadly" to CE action options
699 * added new player option "use level start element" in level editor
700 to set the correct focus at level start to elements from which the
701 player is created later (this did not work before for cascaded CE
702 changes resulting in creation of the player; it is now also possible
703 to create the player from a yam yam which is smashed at level start)
706 * added "set player speed: frozen (not moving)" to CE action options
707 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
710 * added new player option "block snap field" (enabled by default) to
711 make it possible to show a snapping animation like in Emerald Mine
714 * added dynamic selectboxes to custom element action settings in editor
715 * added "CE value" counter for custom elements (instead of "CE count")
716 * added option to use the last "CE value" after custom element change
717 * added option to use the "CE value" of other elements in CE actions
718 * fixed odd behaviour when pressing time orb in levels w/o time limit
719 * added checkbox "use time orb bug" for older levels that use this bug
722 * added missing configuration settings for the following elements:
723 - EL_TIMEGATE_SWITCH (time of open time gate)
724 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
725 - EL_SHIELD_NORMAL (time of shield duration)
726 - EL_SHIELD_DEADLY (time of shield duration)
727 - EL_EXTRA_TIME (time added to level time)
728 - EL_TIME_ORB_FULL (time added to level time)
731 * added "wind direction" as a movement pattern for custom elements
732 * added initial wind direction for balloon / custom elements to editor
733 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
736 * added parameters for "game of life" and "biomaze" elements to editor
739 * added level file chunk "CONF" for generic level and element settings
742 * uploaded pre-release (test) version 3.2.0-4 binary and source code
745 * skip empty level sets (with "levels: 0"; may be artwork base sets)
746 * added sound action ".page[1]" to ".page[32]" for each CE change page
749 * added image config suffix ".clone_from" to copy whole image settings
750 * fixed bug with invalid ("undefined") CE settings in old level files
753 * fixed graphical bug with smashing elements falling faster than player
756 * fixed major bug which prevented private levels from being edited
757 * fixed bug with precedence of general and special font definitions
760 * fixed graphical bug with player animation when player moves slowly
763 * uploaded pre-release (test) version 3.2.0-3 binary and source code
766 * fixed bug which prevented "global.num_toons: 0" from working
769 * major code cleanup (removed all these annoying "#if 0" blocks)
772 * added custom element actions for CE change page in level editor
775 * fixed music initialization bug in init.c (thanks to David Binderman)
776 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
777 (this bug must probably be fixed at other places, too)
780 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
781 (should be '#include <SDL.h>' instead)
784 * fixed bug which prevented "walkable from no direction" from working
785 (due to compatibility code overwriting this setting after loading)
788 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
791 * version number temporarily set to 3.1.1 (intermediate bugfix release)
792 * version 3.1.1 released
795 * changed some va_arg() arguments from 'long' to 'int', fixing problems
796 on 64-bit architecture systems with LP64 data model
799 * fixed bug with bombs not exploding when hitting the last level line
800 (introduced after the release of 3.1.0)
803 * added support for dumping small-sized level sketches from editor
806 * added recognition of "trigger element" for "change digged element to"
807 (this is not really what the "trigger element" was made for, but its
808 use may seem obvious for leaving back digged elements unchanged)
811 * fixed multiple warnings about failed joystick device initialization
814 * fixed bug with dynamite dropped on top of just dropped custom element
815 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
816 dynamite can still be dropped, but drop key must be released before
819 * fixed bug with wrong start directory when started from file browser
820 (due to this bug, R'n'D could not be started from KDE's Konqueror)
823 * fixed bug causing "change when impact" on player not working
824 * fixed wrong priority of "hitting something" over "hitting <element>"
825 * fixed wrong priority of "hit by something" over "hit by <element>"
828 * fixed graphical bug which caused the player (being Murphy) to show
829 collecting animations although the element was collected by penguin
832 * fixed two bugs causing wrong door background graphics in system.c
833 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
836 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
837 * added "no direction" to "walkable/passable from" selectbox options
840 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
841 * in tape autoplay, not only report broken, but also missing tapes
844 * uploaded pre-release (test) version 3.2.0-2 binary and source code
847 * fixed small bug with "linear" animation not working for active lamp
850 * fixed bug with moving up despite gravity due to "block last field"
851 * fixed small bug with wrong draw offset when typing name in main menu
852 * when reading user names from "passwd", ignore data after first comma
853 * when creating new "levelinfo.conf", only write some selected entries
856 * fixed displaying "imported from/by" on preview with empty string
857 * fixed ignoring draw offset for fonts used for level preview texts
860 * fixed a delay problem with SDL and too many mouse motion events
861 * added setup option "skip levels" and level skipping functionality
864 * added move speed "not moving" for non-moving CEs, but with direction
867 * fixed mapping of obsolete element token names in "editorsetup.conf"
868 * fixed bug with sound "acid.splashing" treated as a loop sound
869 * fixed some little sound bugs in native EM engine
872 * fixed small bug when dragging scrollbars to end positions
875 * added editor element descriptions written by Aaron Davidson
878 * improved fallback handling when configured artwork is not available
879 (now using default artwork instead of exiting when files not found)
882 * fixed bug on level selection screen when dragging scrollbar
885 * fixed bug which caused broken tapes when appending to EM engine tapes
888 * uploaded pre-release (test) version 3.2.0-1 binary and source code
891 * added code to replace changed artwork config tokens with other tokens
892 (needed for backwards compatibility, so that older tokens still work)
895 * added native R'n'D graphics for some new EMC elements in EM engine
898 * fixed some bugs in the EM engine integration code
899 * changed EM engine code to allow diagonal movement
900 * changed EM engine code to allow use of separate snap and drop keys
903 * fixed some redraw bugs when using EM engine
906 * fixed bug with not converting RND levels which are set to use native
907 engine to native level structure when loading
910 * uploaded pre-release (test) version 3.2.0-0 binary and source code
913 * version number set to 3.2.0
916 * level data now reset to defaults after attempt to load invalid file
919 * added use of "editorsetup.conf" for different level sets
922 * added auto-detection for various types of Emerald Mine level files
925 * fixed bug with scrollbars getting too small when list is very large
928 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
931 * added most level editor configuration gadgets for new EMC elements
934 * added more element and graphic definitions for new EMC elements
937 * modified native EM engine to use integrated R'n'D sound system
940 * added SDL support to graphics functions in native EM engine
941 (by always using generic libgame interface functions)
944 * fixed bug in frame synchronization in native EM engine
947 * added code to convert levels between R'n'D and native EM engine
950 * new Emerald Mine engine can now play levels selected in main menu
953 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
954 (which creates scaled down graphics for level editor and preview);
955 there's still a memory leak somewhere in the artwork handling code
956 * added "scale image up" functionality to X11 version of zoom function
959 * first attempts to integrate new, native Emerald Mine Club engine
962 * fixed bug in gadget code which caused reset of CEs in level editor
963 (example: pressing 'b' [grab brush] on CE config page erased values)
964 (solution: check if gadgets in ClickOnGadget() are really mapped)
965 * improved level change detection in editor (settings now also checked)
966 * fixed bug with "can move into acid" and "don't collide with" state
969 * fixed maze runner style CEs to use the configured move delay value
972 * added Aaron Davidson's tutorial level set to the "Tutorials" section
975 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
976 * fixed the above fix because it broke level set "machine" (*sigh*)
977 * fixed random element placement in level editor to work as expected
978 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
981 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
984 * fixed bug (missing array boundary check) which caused broken tapes
985 * fixed bug (when loading level template) which caused broken levels
986 * fixed bug with new block last field code when using non-yellow player
989 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
990 * internal change of how the player blocks the last field when moving
991 * fixed blocking delay of last field for EM and SP style block delay
992 * fixed bug where the player had to wait for the usual move delay after
993 unsuccessfully trying to move, when he directly could move after that
994 * the last two changes should make original Supaplex level 93 solvable
995 * improved use of random number generator to make it less predictable
996 * fixed behaviour of slippery SP elements to let slip left, then right
999 * fixed bug with wrong door state after trying to quickload empty tape
1000 * fixed waste of static memory usage of the binary, making it smaller
1001 * fixed very little graphical bug in Supaplex explosion
1004 * version number set to 3.1.1
1007 * version 3.1.0 released
1010 * fixed bug with crash when writing user levelinfo.conf the first time
1013 * added option "convert LEVELDIR [NR]" to command line batch commands
1014 * re-converted Supaplex levels to apply latest engine fixes
1015 * changed "use graphic/sound of element" to "use graphic of element"
1016 due to compatibility problems with some levels ("bug machine" etc.)
1019 * fixed bug with CE change replacing player with same or other player
1022 * fixed bug with opaque font in envelope with background graphic when
1023 background graphic is not transparent itself
1026 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1027 * corrected original Supaplex level loading code to use these new ports
1028 * also corrected Supaplex loader to auto-count infotrons if set to zero
1031 * fixed bug with missing initialization of "modified" flag for GEs
1034 * fixed bug that caused endless recursion loop when relocating player
1035 * fixed tape recorder bug in "step mode" when using "pause before end"
1036 * fixed tape recorder bug when changing from "warp forward" mode
1039 * fixed bug with "when touching" for pushed elements at last position
1042 * fixed bug that caused two activated toolbox buttons in level editor
1043 * fixed bug with exploding dynabomb under player due to other explosion
1046 * fixed bug with creating walkable custom element under player (again)
1047 * fixed bug with not copying explosion type when copying CEs in editor
1048 * fixed graphical bug when drawing player in setup menu (input devices)
1049 * fixed graphical bug when the player is pushing an accessible element
1050 * fixed bug with classic switchable elements triggering CE changes
1051 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1052 * fixed crash bug when CE leaves behind the trigger player element
1055 * fixed bug with broken tubes after placing/exploding dynamite in them
1056 * fixed bug with exploding dynamite under player due to other explosion
1057 * fixed bug with not resetting push delay under certain circumstances
1060 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1061 * added network multiplayer code for Windows (thanks to Niko Böhm)
1064 * added option "reachable despite gravity" for gravity movement
1065 * changed gravity movement of most classic walkable and passable
1066 elements back to "not reachable" (for compatibility reasons)
1069 * fixed (removed) "indestructible" / "can explode" dependency in editor
1070 * fixed (removed) "accessible inside" / "protected" dependency
1071 * fixed (removed) "step mode" / "shield time" dependency
1074 * fixed dynabombs exploding now into anything diggable
1075 * fixed Supaplex style gravity movement into buggy base now impossible
1076 * added pressing key "space" as valid action to select menu options
1079 * added "replace when walkable" to relocate player to walkable element
1080 * added "enter"/"leave" event for elements affected by relocation
1081 * fixed "direct"/"indirect" change order also for "when change" event
1082 * fixed graphical bug when pushing things from elements walkable inside
1085 * fixed graphic bug when player is snapping while moving in old levels
1086 * fixed bug when a moving custom element leaves a player element behind
1087 * fixed bug with mole not disappearing when moving into acid pool
1088 * fixed bug with incomplete path setting when using "--basepath" option
1089 * moving CE can now leave walkable elements behind under the player
1090 * when relocating, player can be set on walkable element now
1091 * fixed another gravity movement bug
1094 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1097 * added "collectible" and "removable" to extended replacement types
1098 (where "removable" replaces "diggable" and "collectible" elements)
1099 * added "collectible & throwable" (to throw element to the next field)
1100 * fixed bug with CEs digging elements that are just about to explode
1101 * changed mouse cursor now always being visible when game is paused
1104 * added possibility to push/press accessible elements from a side that
1106 * fixed bug with not setting actual date when appending to tape
1109 * fixed bug with incorrectly initialized custom element editor graphics
1112 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1113 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1116 * fixed bug with destroyed robot wheel still attracting robots forever
1117 * fixed bug with time gate switch deactivating after robot wheel time
1118 (while the time gate itself is not affected by this misbehaviour)
1119 * changed behaviour of BD style amoeba to always get blocked by player
1120 (before it was different when there were non-BD elements in level)
1121 * fixed bug with player destroying indestructable elements with shield
1124 * added option to make growing elements grow into anything diggable
1125 (for the various amoeba types, biomaze and "game of life")
1128 * fixed bug with movable elements not moving after left behind by CEs
1129 * changed gravity movement to anything diggable, not only sand/base
1130 * optionally allowing passing to walkable element, not only empty space
1131 * added option "can pass to walkable element" for players
1132 * finally fixed gravity movement (hopefully)
1135 * fixed bug with movable elements not moving anymore after falling down
1138 * fixed another bug with custom elements digging and leaving elements
1139 * fixed bug with "along left/right side" and automatic start direction
1140 * trigger elements now also displayed when "more custom" deactivated
1141 * fixed bug with clipboard element initialized when loading new level
1142 * added option "drop delay" to set delay before dropping next element
1145 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1148 * added copy and paste functions for custom change pages
1149 * enhanced graphical display and functionality of tape recorder
1150 * fixed bug with custom elements digging and leaving elements
1153 * added move speed faster than "very fast" for custom elements
1154 * fixed bug with 3+3 style explosions and missing border content
1155 * fixed little bug when copying custom elements in the editor
1156 * enhanced custom element changes by more side trigger actions
1159 * added option "no scrolling when relocating" for instant teleporting
1160 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1163 * added trigger element and trigger player to use as target elements
1164 * added copy and paste functions for custom and group elements
1167 * fixed graphical bug when displaying explosion animations
1168 * fixed bug when appending to tapes, resulting in broken tapes
1169 * re-recorded a few tapes broken by fixing gravity checking bug
1172 * "can move into acid" property now for all elements independently
1173 * "can fall into acid" property for player stored in same bitfield now
1174 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1175 * version number set to 3.1.0 (finally!)
1178 * changed tape recording to only record input, not programmed actions
1181 * fixed totally broken (every 8th frame skipped) step-by-step recording
1182 * fixed bug with requester not displayed when quick-loading interrupted
1183 * added option "can fall into acid (with gravity)" for players
1184 * fixed bug with player not falling when snapping down with gravity
1187 * fixed bug which messed up key config when using keypad number keys
1190 * fixed bug which allowed moving upwards even when gravity was active
1191 * fixed bug with missing error handling when dumping levels or tapes
1194 * added different colored editor graphics for Supaplex gravity tubes
1197 * fixed bug that allowed solvable tapes for unsolvable levels
1200 * use unlimited number of droppable elements when "count" set to zero
1201 * added option to use step limit instead of time limit for level
1204 * added player and change page as trigger for custom element change
1207 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1210 * fixed bug with dark yamyam changing to acid when moving over acid
1211 * fixed handling of levels with more than 999 seconds level time
1212 (example: level 76 of "Denmine")
1215 * "spring push bug" reintroduced as configurable element property
1216 * fixed bug with missing properties for "mole"
1217 * fixed bug that showed up when fixing the above "mole" properties bug
1218 * added option "can move into acid" for all movable elements
1219 * fixed graphical bug for elements moving into acid
1220 * changed event handling to handle all pending events before going on
1223 * fixed bug which caused all CE change pages to be ignored which had
1224 the same change event, but used a different element side
1225 (reported by Simon Forsberg)
1227 * fixed bug which caused elements that can move and fall and that are
1228 transported by a conveyor belt to continue moving into that direction
1229 after leaving the conveyor belt, regardless of their own movement
1230 type; only elements which can not move are transported now
1231 (reported by Simon Forsberg)
1233 * fixed bug which could cause an array overflow in RelocatePlayer()
1234 (reported by Niko Böhm)
1236 * changed Emerald Mine style "passable / over" elements to "protected"
1237 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1239 * added new option to select from which side a "walkable/passable"
1240 element can be entered
1243 * added explosion and ignition delay for elements that can explode
1246 * fixed bug which caused player not being protected against enemies
1247 when a CE was "walkable / inside" and was not "indestructible"
1248 * added "walkable/passable" fields to be "protected/unprotected"
1249 against enemies, even if not accessible "inside" but "over/under"
1252 * corrected move pattern to 32 bit and initial move direction to 8 bit
1255 * added second custom element base configuration page
1258 * added some special EMC mappings to Emerald Mine level loader
1259 (also covering previously unknown element in level 0 of "Bondmine 8")
1262 * added option to block last field when player is moving (for Supaplex)
1263 * adjusted push delay of Supaplex elements
1264 * removed delays for envelopes etc. when replaying with maximum speed
1265 * fixed bug when dropping element on a field that just changed to empty
1268 * fixed bug: infotrons can now smash yellow disks
1269 * fixed bug: when gravity active, port above player can now be entered
1270 * removed "one white dot" mouse pointer which irritated some people
1273 * added "choice type" for group element selection
1276 * fixed bug with initial invulnerability of non-yellow player
1279 * added level loader for loading native Supaplex packed levels
1280 (including multi-part levels like the "splvls99" levels)
1283 * fixed bug which allowed creating emeralds by escaping explosions
1286 * custom elements can change (limited) or leave (unlimited) elements
1287 * finally added multiple matches using group elements
1288 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1291 * added new start movement type "previous" for continued CE movement
1292 * added new start movement type "random" for random CE movement start
1295 * added new element "sokoban_field_player" needed for Sokoban levels
1296 (thanks to Ed Booker for pointing this out!)
1299 * added elements that can be digged or left behind by custom elements
1302 * added group elements for multiple matches and random element creation
1305 * fixed some graphical errors displayed in old levels
1308 * fixed wrong double speed movement after passing closing gates
1311 * added level loader for loading native Emerald Mine levels
1314 * changes for "shooting" style CE movement
1317 * Happy New Year! ;-)
1320 * changed default snap/drop keys from left/right Shift to Control keys
1323 * fixed bug with dead player getting reanimated from custom element
1326 * fixed bug with wrong penguin graphics (when entering exit)
1329 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1332 * version number set to 3.0.9
1335 * version 3.0.8 released
1338 * added function checked_free()
1341 * fixed bug with double nut cracking sound
1342 (by eliminating "default element action sound" assignment in init.c)
1345 * fixed crash when no music info files are available
1348 * fixed boring and sleeping sounds
1351 * added "maze runner" and "maze hunter" movement types
1352 * added extended collision conditions for custom elements
1355 * added warnings for undefined token values in artwork config files
1358 * added menu entry for level set information to the info screen
1361 * fixed bug with wrong default impact sound for colored emeralds
1364 * added several sub-screens for the info screen
1365 * menu text now also clickable (not only blue/red sphere left of it)
1368 * added configurable "bored" and "sleeping" animations for the player
1369 * added "awakening" sound for player when waking up after sleeping
1372 * added "copy" and "exchange" functions for custom elements to editor
1375 * added configurable element animations for info screen
1378 * added configurable music credits for info screen
1381 * finally fixed tape recording when player is created from CE change
1384 * added "editorsetup.conf" for editor element list configuration
1387 * added "musicinfo.conf" for menu and level music configuration
1390 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1391 (that only showed up on Linux, but not on Windows systems)
1394 * fixed turning movement of butterflies and fireflies (no frame reset)
1395 * enhanced sniksnak turning movement (two steps instead of only one)
1398 * version number set to 3.0.8
1401 * version 3.0.7 released
1404 * fixed reset of player animation frame when, for example,
1405 walking, digging or collecting share the same animation
1406 * fixed CE with "deadly when touching" exploding when touching amoeba
1409 * fixed tape recording when player is created from CE element change
1412 * introduced "turning..." action graphic for elements with move delay
1413 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1414 * added turning animations for bug, spaceship and sniksnak
1417 * prevent "extended" changed elements from delay change in same frame
1420 * fixed bug when pushing element that can move away to the side
1421 (like pushing falling elements, but now with moving elements)
1424 * finally fixed serious bug in code for delayed element pushing (again)
1427 * unavailable setup options now marked as "n/a" instead of "off"
1428 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1429 to "true", levels are always played with the latest game engine,
1430 which is desired for levels that are imported from other games; all
1431 other levels are played with the engine version stored in level file
1432 (which is normally the engine version the level was created with)
1435 * fixed serious bug in code for delayed element pushing
1436 * fixed little bug in animation frame selection for pushed elements
1437 * speed-up of reading config file for verbose output
1440 * added configuration option for opening and closing Supaplex exit
1441 * added configuration option for moving up/down animation for Murphy
1442 * fixed incorrectly displayed animation for attacking dragon
1443 * fixed bug with not setting initial gravity for each new game
1444 * fixed bug with teleportation of player by custom element change
1445 * fixed bug with player not getting smashed by rock sometimes
1448 * version number set to 3.0.7
1451 * version 3.0.6 released
1454 * added support for MP3 music for SDL version through SMPEG library
1457 * fixed bug when initializing font graphic structure
1458 * fixed bug with animation mode "pingpong" when using only 1 frame
1459 * fixed bug with extended change target introduced in 3.0.5
1460 * fixed bug where passing over moving element doubles player speed
1461 * fixed bug with elements continuing to move into push direction
1462 * fixed bug with duplicated player when dropping bomb with shield on
1463 * added "switching" event for custom elements ("pressing" only once)
1464 * fixed switching bug (resetting flag when not switching but not idle)
1467 * fixed element tokens for certain file elements with ".active" etc.
1470 * version number set to 3.0.6
1473 * version 3.0.5 released
1476 * now four envelope elements available
1477 * font, background, animation and sound for envelope now configurable
1478 * main menu doors opening/closing animation type now configurable
1481 * active/inactive sides configurable for custom element changes
1482 * new movement type "move when pushed" available for custom elements
1485 * fixed bug in multiple config pages loader code that caused crashes
1488 * enhanced (remaining low-resolution) Supaplex graphics
1491 * version number set to 3.0.5
1494 * version 3.0.4 released
1496 2003-09-12 src/tools.c
1497 * fixed bug in custom definition of crumbled element graphics
1499 2003-09-11 src/files.c
1500 * fixed bug in multiple config pages code that caused crashes
1503 * version number set to 3.0.4
1506 * version 3.0.3 released
1509 * added music to Supaplex classic level set
1511 2003-09-07 src/libgame/misc.c
1512 * added support for loading various music formats through SDL_mixer
1514 2003-09-06 (various source files)
1515 * fixed several nasty bugs that may have caused crashes on some systems
1516 * added envelope content which gets displayed when collecting envelope
1517 * added multiple change event pages for custom elements
1519 2003-08-24 src/game.c
1520 * fixed problem with player animation when snapping and moving
1522 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1523 * fixed problem with flickering when drawing toon animations
1525 2003-08-23 src/libgame/sdl.c
1526 * fixed problem with setting mouse cursor in SDL version in fullscreen
1528 2003-08-23 src/game.c
1529 * fixed bug (missing array boundary check) which could crash the game
1532 * version number set to 3.0.3
1535 * version 3.0.2 released
1537 2003-08-21 src/game.c
1538 * fixed bug with creating inaccessible elements at player position
1540 2003-08-20 src/init.c
1541 * fixed bug with not finding current level artwork directory
1543 2003-08-20 src/files.c
1544 * fixed bug with choosing wrong engine version when playing tapes
1545 * fixed bug with messing up custom element properties in 3.0.0 levels
1548 * version number set to 3.0.2
1551 * version 3.0.1 released
1553 2003-08-17 (no source files affected)
1554 * changed all "classic" PCX image files with 16 colors or less to
1555 256 color (8 bit) storage format, because the Allegro game library
1556 cannot handle PCX files with less than 256 colors (contributed
1557 graphics are not affected and might look wrong in the DOS version)
1559 2003-08-16 src/init.c
1560 * fixed bug which (for example) crashed the level editor when defining
1561 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1562 (only set to default) -- invalid graphics now set to default graphic
1564 2003-08-16 src/init.c
1565 * fixed graphical bug of player digging/collecting/snapping element
1566 when no corresponding graphic/animation is defined for this action,
1567 resulting in player being drawn as EL_EMPTY (which should only be
1568 done to elements being collected, but not to the player)
1570 2003-08-16 src/game.c
1571 * fixed small graphical bug of player not totally moving into exit
1573 2003-08-16 src/libgame/setup.c
1574 * fixed bug with wrong MS-DOS 8.3 filename conversion
1576 2003-08-16 src/tools.c
1577 * fixed bug with invisible mouse cursor when pressing ESC while playing
1579 2003-08-16 (various source files)
1580 * added another 128 custom elements (disabled in editor by default)
1582 2003-08-16 src/editor.c
1583 * fixed NULL string bug causing Solaris to crash in sprintf()
1585 2003-08-16 src/screen.c
1586 * fixed drawing over scrollbar on level selection with custom fonts
1588 2003-08-15 src/game.c
1589 * cleanup of simple sounds / loop sounds / music settings
1591 2003-08-08 (various source files)
1592 * added custom element property for dropping collected elements
1594 2003-08-08 src/conf_gfx.c
1595 * fixed bug with missing graphic for active red disk bomb
1597 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1598 * extended variable "level.gravity" to "level.initial_gravity" and
1599 "game.current_gravity" to prevent level setting from being changed
1600 by playing the level (keeping the runtime value after playing)
1602 * fixed graphics bug when digging element that has 'crumbled' graphic
1603 definition, but not 'diggable' graphic definition
1606 * version number set to 3.0.1
1609 * version 3.0.0 released
1612 * various bug fixes; among others:
1613 - fixed bug with pushing spring over empty space
1614 - fixed bug with leaving tube while placing dynamite
1615 - fixed bug with explosion of smashed penguins
1616 - allow Murphy player graphic in levels with non-Supaplex elements
1620 * I have forgotten to document changes for some time
1623 * pre-release version 2.2.0rc1 released
1626 * version number set to 2.1.2
1629 * version 2.1.1 released
1632 * version number set to 2.1.1
1635 * version 2.1.0 released
1638 * version number set to 2.1.0
1640 2002-04-03 to 2002-05-19 (various source files)
1641 * graphics, sounds and music now fully configurable
1642 * bug fixed that prevented walking through tubes when gravity on
1644 2002-04-02 src/events.c, src/editor.c
1645 * Make Escape key less aggressive when playing or when editing level.
1646 This can be configured as an option in the setup menu. (Default is
1647 "less aggressive" which means "ask user if something can be lost"
1648 when pressing the Escape key.)
1650 2002-04-02 src/screen.c
1651 * Added "graphics setup" screen.
1653 2002-04-01 src/screen.c
1654 * Changed "choose level" setup screen stuff to be more generic (to
1655 make it easier to add more "choose from generic tree" setup screens).
1657 2002-04-01 src/config.c, src/timestamp.h
1658 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1659 automatically gets created by "src/Makefile" and contains an actual
1660 compile-time timestamp to identify development versions of the game).
1662 2002-03-31 src/tape.c, src/events.c
1663 * Added quick game/tape save/load functions to tape stuff which can be
1664 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1665 loads previously recorded tape and directly goes into recording mode
1666 from the end of the tape (therefore appending to the tape).
1668 2002-03-31 src/tape.c
1669 * Added "index mark" function to tape recorder. When playing or
1670 recording, "eject" button changes to "index" button. Setting index
1671 mark is not yet implemented, but pressing index button when playing
1672 allows very quick advancing to end of tape (when normal playing),
1673 very fast forward mode (when playing with normal fast forward) or
1674 very fast reaching of "pause before end of tape" (when playing with
1675 "pause before end" playing mode).
1677 2002-03-30 src/cartoons.c
1678 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1680 2002-03-29 src/screen.c
1681 * Changed setup screen stuff to be more generic (to make it easier
1682 to add more setup screens).
1684 2002-03-23 src/main.c, src/main.h
1685 * Various changes due to the introduction of the new libgame files
1686 "setup.c" and "joystick.c".
1688 2002-03-23 src/files.c
1689 * Generic parts of "src/files.c" (mainly setup and level directory
1690 stuff) moved to new libgame file "src/libgame/setup.c".
1692 2002-03-23 src/joystick.c
1693 * File "src/joystick.c" moved to libgame source tree, with
1694 correspondig changes.
1696 2002-03-22 src/screens.c
1697 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1698 (Wrong level series information displayed when entering main group.)
1700 2002-03-22 src/editor.c
1701 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1703 2002-03-22 src/editor.c
1704 * Changed behaviour of "Escape" key in level editor to be more
1705 intuitive: When in "Element Properties" or "Level Info" mode,
1706 return to "Drawing Mode" instead of leaving the level editor.
1708 2002-03-21 src/game.c, src/editor.c, src/files.c
1709 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1710 gems (emeralds, diamonds, ...) slipping down from normal wall,
1711 steel wall and growing wall (as in E.M.C. style levels). Although
1712 the behaviour of contributed and private levels wasn't changed (due
1713 to the use of "level.game_version"; see previous entry), editing
1714 those levels will (of course) change the behaviour accordingly.
1716 This change seems a bit too hard after thinking about it, because
1717 the EM style behaviour is not the "expected" behaviour (gems would
1718 normally only slip down from "rounded" walls). Therefore this was
1719 now changed to an element property for gem style elements, with the
1720 default setting "off" (which means: no special EM style behaviour).
1721 To fix older converted levels, this flag is set to "on" for pre-2.0
1722 levels that are neither contributed nor private levels.
1724 2002-03-20 src/files.h
1725 * Corrected settings for "level.game_version" depending of level type.
1726 (Contributed and private levels always get played with game engine
1727 version they were created with, while converted levels always get
1728 played with the most recent version of the game engine, to let new
1729 corrections of the emulation behaviour take effect.)
1731 2002-03-20 src/main.h
1732 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1733 compiling the SDL version on some systems.
1734 Thanks to the several people who pointed this out.
1737 * Version number set to 2.0.2.
1740 * Version 2.0.1 released.
1742 2002-03-18 src/screens.c
1743 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1745 2002-03-18 src/files.c [src/libgame/misc.c]
1746 * Moved some common functions from src/files.c to src/libgame/misc.c.
1748 2002-03-18 src/files.c [src/libgame/misc.c]
1749 * Changed permissions for new directories and saved files (especially
1750 score files) according to suggestions of Debian users and mantainers.
1751 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1753 2002-03-17 src/files.c
1754 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1755 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1756 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1757 for levels and "TAPE" for tapes). Old "cookie" style format is
1758 still supported for reading. New level and tape files are written
1761 * New IFF chunk "VERS" contains version numbers for file and game
1762 (where "game version" is the version of the program that wrote the
1763 file, and "file version" is a version number to distinguish files
1764 with different format, for example after adding new features).
1766 2002-03-15 src/screen.c
1767 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1768 (Before, you heard a mixture of the in-game music and the
1769 hall-of-fame music.)
1771 2002-03-14 src/events.c
1772 * Function "DumpTape()" (files.c) now available by pressing 't' from
1773 main menu (when in DEBUG mode).
1775 2002-03-14 src/game.c
1776 * "GameWon()": When game was won playing a tape, now there is no delay
1777 raising the score and no corresponding sound is played.
1779 2002-03-14 src/files.c
1780 * Changed "LoadTape()" for real chunk support and also adjusted
1781 "SaveTape()" accordingly.
1783 2002-03-14 src/game.c, src/tape.c, src/files.c
1784 * Important changes to tape format: The old tape format stored all
1785 actions with a real effect with a corresponding delay between the
1786 stored actions. This had some major disadvantages (for example,
1787 push delays had to be ignored, pressing a button for some seconds
1788 mutated to several single button presses because of the non-action
1789 delays between two action frames etc.). The new tape format just
1790 stupidly records all device actions and replays them later. I really
1791 don't know why I haven't solved it that way before?! Old-style tapes
1792 (with tape file version less than 2.0) get converted to the new
1793 format on-the-fly when loading and can therefore still be played;
1794 only some minor parts of the old-style tape handling code was needed.
1795 (A perfect conversion is not possible, because there is information
1796 missing about the device actions between two action frames.)
1798 2002-03-14 src/files.c
1799 * New function "DumpTape()" to dump the contents of the current tape
1800 in a human readable format.
1802 2002-03-14 src/game.c
1803 * Small tape bug fixed: When automatically advancing to next level
1804 after a game was won, the tape from the previous level still was
1805 loaded as a tape for the new level.
1807 2002-03-14 src/tape.c
1808 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1809 tape, cartoons did not get completely removed because
1810 StopAnimation() was not called.
1812 2002-03-13 src/files.c
1813 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1814 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1815 size even when using 16-bit elements). Added new chunk "CNT2" for
1816 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1817 chunk even when content was 16-bit element). "CNT2" should now be
1818 able to store content for arbitrary elements (up to eight blocks of
1819 3 x 3 element arrays). All "CNT2" elements will always be stored as
1820 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1822 2002-03-13 src/files.c
1823 * Changed "LoadLevel()" for real chunk support.
1825 2002-03-12 src/game.c
1826 * Fixed problem (introduced after 2.0.0 release) with penguins
1827 not getting killed by enemies
1829 2002-02-24 src/game.c, src/main.h
1830 * Added "player->is_moving"; now "player->last_move_dir" does
1831 not contain any information if the player is just moving at
1833 Before, "player->last_move_dir" was misused for this purpose
1834 for the robot stuff (robots don't kill players when they are
1835 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1836 broke tapes when walking through pipes!
1837 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1838 in a continuous movement. This fact is ignored for friends and