2 * fixed bug with missing error handling when dumping levels or tapes
5 * added different colored editor graphics for Supaplex gravity tubes
8 * fixed bug that allowed solvable tapes for unsolvable levels
11 * use unlimited number of droppable elements when "count" set to zero
12 * added option to use step limit instead of time limit for level
15 * added player and change page as trigger for custom element change
18 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
21 * fixed bug with dark yamyam changing to acid when moving over acid
22 * fixed handling of levels with more than 999 seconds level time
23 (example: level 76 of "Denmine")
26 * "spring push bug" reintroduced as configurable element property
27 * fixed bug with missing properties for "mole"
28 * fixed bug that showed up when fixing the above "mole" properties bug
29 * added option "can move into acid" for all movable elements
30 * fixed graphical bug for elements moving into acid
31 * changed event handling to handle all pending events before going on
34 * fixed bug which caused all CE change pages to be ignored which had
35 the same change event, but used a different element side
36 (reported by Simon Forsberg)
38 * fixed bug which caused elements that can move and fall and that are
39 transported by a conveyor belt to continue moving into that direction
40 after leaving the conveyor belt, regardless of their own movement
41 type; only elements which can not move are transported now
42 (reported by Simon Forsberg)
44 * fixed bug which could cause an array overflow in RelocatePlayer()
45 (reported by Niko Böhm)
47 * changed Emerald Mine style "passable / over" elements to "protected"
48 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
50 * added new option to select from which side a "walkable/passable"
51 element can be entered
54 * added explosion and ignition delay for elements that can explode
57 * fixed bug which caused player not being protected against enemies
58 when a CE was "walkable / inside" and was not "indestructible"
59 * added "walkable/passable" fields to be "protected/unprotected"
60 against enemies, even if not accessible "inside" but "over/under"
63 * corrected move pattern to 32 bit and initial move direction to 8 bit
66 * added second custom element base configuration page
69 * added some special EMC mappings to Emerald Mine level loader
70 (also covering previously unknown element in level 0 of "Bondmine 8")
73 * added option to block last field when player is moving (for Supaplex)
74 * adjusted push delay of Supaplex elements
75 * removed delays for envelopes etc. when replaying with maximum speed
76 * fixed bug when dropping element on a field that just changed to empty
79 * fixed bug: infotrons can now smash yellow disks
80 * fixed bug: when gravity active, port above player can now be entered
81 * removed "one white dot" mouse pointer which irritated some people
84 * added "choice type" for group element selection
87 * fixed bug with initial invulnerability of non-yellow player
90 * added level loader for loading native Supaplex packed levels
91 (including multi-part levels like the "splvls99" levels)
94 * fixed bug which allowed creating emeralds by escaping explosions
97 * custom elements can change (limited) or leave (unlimited) elements
98 * finally added multiple matches using group elements
99 * added shortcut to dump brush (type ":DB" in editor) for use in forum
102 * added new start movement type "previous" for continued CE movement
103 * added new start movement type "random" for random CE movement start
106 * added new element "sokoban_field_player" needed for Sokoban levels
107 (thanks to Ed Booker for pointing this out!)
110 * added elements that can be digged or left behind by custom elements
113 * added group elements for multiple matches and random element creation
116 * fixed some graphical errors displayed in old levels
119 * fixed wrong double speed movement after passing closing gates
122 * added level loader for loading native Emerald Mine levels
125 * changes for "shooting" style CE movement
128 * Happy New Year! ;-)
131 * changed default snap/drop keys from left/right Shift to Control keys
134 * fixed bug with dead player getting reanimated from custom element
137 * fixed bug with wrong penguin graphics (when entering exit)
140 * fixed bug with wrong "Murphy" graphics (when digging etc.)
143 * Version number set to 3.0.9.
146 * Version 3.0.8 released.
149 * added function checked_free()
152 * fixed bug with double nut cracking sound
153 (by eliminating "default element action sound" assignment in init.c)
156 * fixed crash when no music info files are available
159 * fixed boring and sleeping sounds
162 * added "maze runner" and "maze hunter" movement types
163 * added extended collision conditions for custom elements
166 * added warnings for undefined token values in artwork config files
169 * added menu entry for level set information to the info screen
172 * fixed bug with wrong default impact sound for colored emeralds
175 * added several sub-screens for the info screen
176 * menu text now also clickable (not only blue/red sphere left of it)
179 * added configurable "bored" and "sleeping" animations for the player
180 * added "awakening" sound for player when waking up after sleeping
183 * added "copy" and "exchange" functions for custom elements to editor
186 * added configurable element animations for info screen
189 * added configurable music credits for info screen
192 * finally fixed tape recording when player is created from CE change
195 * added "editorsetup.conf" for editor element list configuration
198 * added "musicinfo.conf" for menu and level music configuration
201 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
202 (that only showed up on Linux, but not on Windows systems)
205 * fixed turning movement of butterflies and fireflies (no frame reset)
206 * enhanced sniksnak turning movement (two steps instead of only one)
209 * Version number set to 3.0.8.
212 * Version 3.0.7 released.
215 * fixed reset of player animation frame when, for example,
216 walking, digging or collecting share the same animation
217 * fixed CE with "deadly when touching" exploding when touching amoeba
220 * fixed tape recording when player is created from CE element change
223 * introduced "turning..." action graphic for elements with move delay
224 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
225 * added turning animations for bug, spaceship and sniksnak
228 * prevent "extended" changed elements from delay change in same frame
231 * fixed bug when pushing element that can move away to the side
232 (like pushing falling elements, but now with moving elements)
235 * finally fixed serious bug in code for delayed element pushing (again)
238 * unavailable setup options now marked as "n/a" instead of "off"
239 * new boolean directive "latest_engine" for "levelinfo.conf": when set
240 to "true", levels are always played with the latest game engine,
241 which is desired for levels that are imported from other games; all
242 other levels are played with the engine version stored in level file
243 (which is normally the engine version the level was created with)
246 * fixed serious bug in code for delayed element pushing
247 * fixed little bug in animation frame selection for pushed elements
248 * speed-up of reading config file for verbose output
251 * added configuration option for opening and closing Supaplex exit
252 * added configuration option for moving up/down animation for Murphy
253 * fixed incorrectly displayed animation for attacking dragon
254 * fixed bug with not setting initial gravity for each new game
255 * fixed bug with teleportation of player by custom element change
256 * fixed bug with player not getting smashed by rock sometimes
259 * Version number set to 3.0.7.
262 * Version 3.0.6 released.
265 * added support for MP3 music for SDL version through SMPEG library
268 * fixed bug when initializing font graphic structure
269 * fixed bug with animation mode "pingpong" when using only 1 frame
270 * fixed bug with extended change target introduced in 3.0.5
271 * fixed bug where passing over moving element doubles player speed
272 * fixed bug with elements continuing to move into push direction
273 * fixed bug with duplicated player when dropping bomb with shield on
274 * added "switching" event for custom elements ("pressing" only once)
275 * fixed switching bug (resetting flag when not switching but not idle)
278 * fixed element tokens for certain file elements with ".active" etc.
281 * Version number set to 3.0.6.
284 * Version 3.0.5 released.
287 * now four envelope elements available
288 * font, background, animation and sound for envelope now configurable
289 * main menu doors opening/closing animation type now configurable
292 * active/inactive sides configurable for custom element changes
293 * new movement type "move when pushed" available for custom elements
296 * fixed bug in multiple config pages loader code that caused crashes
299 * enhanced (remaining low-resolution) Supaplex graphics
302 * Version number set to 3.0.5.
305 * Version 3.0.4 released.
307 2003-09-12 src/tools.c
308 * fixed bug in custom definition of crumbled element graphics
310 2003-09-11 src/files.c
311 * fixed bug in multiple config pages code that caused crashes
314 * Version number set to 3.0.4.
317 * Version 3.0.3 released.
320 * added music to Supaplex classic level set
322 2003-09-07 src/libgame/misc.c
323 * added support for loading various music formats through SDL_mixer
325 2003-09-06 (various source files)
326 * fixed several nasty bugs that may have caused crashes on some systems
327 * added envelope content which gets displayed when collecting envelope
328 * added multiple change event pages for custom elements
330 2003-08-24 src/game.c
331 * fixed problem with player animation when snapping and moving
333 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
334 * fixed problem with flickering when drawing toon animations
336 2003-08-23 src/libgame/sdl.c
337 * fixed problem with setting mouse cursor in SDL version in fullscreen
339 2003-08-23 src/game.c
340 * fixed bug (missing array boundary check) which could crash the game
343 * Version number set to 3.0.3.
346 * Version 3.0.2 released.
348 2003-08-21 src/game.c
349 * fixed bug with creating inaccessible elements at player position
351 2003-08-20 src/init.c
352 * fixed bug with not finding current level artwork directory
354 2003-08-20 src/files.c
355 * fixed bug with choosing wrong engine version when playing tapes
356 * fixed bug with messing up custom element properties in 3.0.0 levels
359 * Version number set to 3.0.2.
362 * Version 3.0.1 released.
364 2003-08-17 (no source files affected)
365 * changed all "classic" PCX image files with 16 colors or less to
366 256 color (8 bit) storage format, because the Allegro game library
367 cannot handle PCX files with less than 256 colors (contributed
368 graphics are not affected and might look wrong in the DOS version)
370 2003-08-16 src/init.c
371 * fixed bug which (for example) crashed the level editor when defining
372 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
373 (only set to default) -- invalid graphics now set to default graphic
375 2003-08-16 src/init.c
376 * fixed graphical bug of player digging/collecting/snapping element
377 when no corresponding graphic/animation is defined for this action,
378 resulting in player being drawn as EL_EMPTY (which should only be
379 done to elements being collected, but not to the player)
381 2003-08-16 src/game.c
382 * fixed small graphical bug of player not totally moving into exit
384 2003-08-16 src/libgame/setup.c
385 * fixed bug with wrong MS-DOS 8.3 filename conversion
387 2003-08-16 src/tools.c
388 * fixed bug with invisible mouse cursor when pressing ESC while playing
390 2003-08-16 (various source files)
391 * added another 128 custom elements (disabled in editor by default)
393 2003-08-16 src/editor.c
394 * fixed NULL string bug causing Solaris to crash in sprintf()
396 2003-08-16 src/screen.c
397 * fixed drawing over scrollbar on level selection with custom fonts
399 2003-08-15 src/game.c
400 * cleanup of simple sounds / loop sounds / music settings
402 2003-08-08 (various source files)
403 * added custom element property for dropping collected elements
405 2003-08-08 src/conf_gfx.c
406 * fixed bug with missing graphic for active red disk bomb
408 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
409 * Extended variable "level.gravity" to "level.initial_gravity" and
410 "game.current_gravity" to prevent level setting from being changed
411 by playing the level (keeping the runtime value after playing).
413 * Fixed graphics bug when digging element that has 'crumbled' graphic
414 definition, but not 'diggable' graphic definition.
417 * Version number set to 3.0.1.
420 * Version 3.0.0 released.
423 * various bug fixes; among others:
424 - fixed bug with pushing spring over empty space
425 - fixed bug with leaving tube while placing dynamite
426 - fixed bug with explosion of smashed penguins
427 - allow Murphy player graphic in levels with non-Supaplex elements
431 * I have forgotten to document changes for some time.
434 * Pre-Release Version 2.2.0rc1 released.
437 * Version number set to 2.1.2.
440 * Version 2.1.1 released.
443 * Version number set to 2.1.1.
446 * Version 2.1.0 released.
449 * Version number set to 2.1.0.
451 2002-04-03 to 2002-05-19 (various source files)
452 * graphics, sounds and music now fully configurable
453 * bug fixed that prevented walking through tubes when gravity on
455 2002-04-02 src/events.c, src/editor.c
456 * Make Escape key less aggressive when playing or when editing level.
457 This can be configured as an option in the setup menu. (Default is
458 "less aggressive" which means "ask user if something can be lost"
459 when pressing the Escape key.)
461 2002-04-02 src/screen.c
462 * Added "graphics setup" screen.
464 2002-04-01 src/screen.c
465 * Changed "choose level" setup screen stuff to be more generic (to
466 make it easier to add more "choose from generic tree" setup screens).
468 2002-04-01 src/config.c, src/timestamp.h
469 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
470 automatically gets created by "src/Makefile" and contains an actual
471 compile-time timestamp to identify development versions of the game).
473 2002-03-31 src/tape.c, src/events.c
474 * Added quick game/tape save/load functions to tape stuff which can be
475 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
476 loads previously recorded tape and directly goes into recording mode
477 from the end of the tape (therefore appending to the tape).
479 2002-03-31 src/tape.c
480 * Added "index mark" function to tape recorder. When playing or
481 recording, "eject" button changes to "index" button. Setting index
482 mark is not yet implemented, but pressing index button when playing
483 allows very quick advancing to end of tape (when normal playing),
484 very fast forward mode (when playing with normal fast forward) or
485 very fast reaching of "pause before end of tape" (when playing with
486 "pause before end" playing mode).
488 2002-03-30 src/cartoons.c
489 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
491 2002-03-29 src/screen.c
492 * Changed setup screen stuff to be more generic (to make it easier
493 to add more setup screens).
495 2002-03-23 src/main.c, src/main.h
496 * Various changes due to the introduction of the new libgame files
497 "setup.c" and "joystick.c".
499 2002-03-23 src/files.c
500 * Generic parts of "src/files.c" (mainly setup and level directory
501 stuff) moved to new libgame file "src/libgame/setup.c".
503 2002-03-23 src/joystick.c
504 * File "src/joystick.c" moved to libgame source tree, with
505 correspondig changes.
507 2002-03-22 src/screens.c
508 * "HandleChooseLevel()": Another bug in level series navigation fixed.
509 (Wrong level series information displayed when entering main group.)
511 2002-03-22 src/editor.c
512 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
514 2002-03-22 src/editor.c
515 * Changed behaviour of "Escape" key in level editor to be more
516 intuitive: When in "Element Properties" or "Level Info" mode,
517 return to "Drawing Mode" instead of leaving the level editor.
519 2002-03-21 src/game.c, src/editor.c, src/files.c
520 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
521 gems (emeralds, diamonds, ...) slipping down from normal wall,
522 steel wall and growing wall (as in E.M.C. style levels). Although
523 the behaviour of contributed and private levels wasn't changed (due
524 to the use of "level.game_version"; see previous entry), editing
525 those levels will (of course) change the behaviour accordingly.
527 This change seems a bit too hard after thinking about it, because
528 the EM style behaviour is not the "expected" behaviour (gems would
529 normally only slip down from "rounded" walls). Therefore this was
530 now changed to an element property for gem style elements, with the
531 default setting "off" (which means: no special EM style behaviour).
532 To fix older converted levels, this flag is set to "on" for pre-2.0
533 levels that are neither contributed nor private levels.
535 2002-03-20 src/files.h
536 * Corrected settings for "level.game_version" depending of level type.
537 (Contributed and private levels always get played with game engine
538 version they were created with, while converted levels always get
539 played with the most recent version of the game engine, to let new
540 corrections of the emulation behaviour take effect.)
542 2002-03-20 src/main.h
543 * Added "#include <time.h>". This seems to be needed by "tape.c" for
544 compiling the SDL version on some systems.
545 Thanks to the several people who pointed this out.
548 * Version number set to 2.0.2.
551 * Version 2.0.1 released.
553 2002-03-18 src/screens.c
554 * "HandleChooseLevel()": Small bug in level series navigation fixed.
556 2002-03-18 src/files.c [src/libgame/misc.c]
557 * Moved some common functions from src/files.c to src/libgame/misc.c.
559 2002-03-18 src/files.c [src/libgame/misc.c]
560 * Changed permissions for new directories and saved files (especially
561 score files) according to suggestions of Debian users and mantainers.
562 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
564 2002-03-17 src/files.c
565 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
566 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
567 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
568 for levels and "TAPE" for tapes). Old "cookie" style format is
569 still supported for reading. New level and tape files are written
572 * New IFF chunk "VERS" contains version numbers for file and game
573 (where "game version" is the version of the program that wrote the
574 file, and "file version" is a version number to distinguish files
575 with different format, for example after adding new features).
577 2002-03-15 src/screen.c
578 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
579 (Before, you heard a mixture of the in-game music and the
582 2002-03-14 src/events.c
583 * Function "DumpTape()" (files.c) now available by pressing 't' from
584 main menu (when in DEBUG mode).
586 2002-03-14 src/game.c
587 * "GameWon()": When game was won playing a tape, now there is no delay
588 raising the score and no corresponding sound is played.
590 2002-03-14 src/files.c
591 * Changed "LoadTape()" for real chunk support and also adjusted
592 "SaveTape()" accordingly.
594 2002-03-14 src/game.c, src/tape.c, src/files.c
595 * Important changes to tape format: The old tape format stored all
596 actions with a real effect with a corresponding delay between the
597 stored actions. This had some major disadvantages (for example,
598 push delays had to be ignored, pressing a button for some seconds
599 mutated to several single button presses because of the non-action
600 delays between two action frames etc.). The new tape format just
601 stupidly records all device actions and replays them later. I really
602 don't know why I haven't solved it that way before?! Old-style tapes
603 (with tape file version less than 2.0) get converted to the new
604 format on-the-fly when loading and can therefore still be played;
605 only some minor parts of the old-style tape handling code was needed.
606 (A perfect conversion is not possible, because there is information
607 missing about the device actions between two action frames.)
609 2002-03-14 src/files.c
610 * New function "DumpTape()" to dump the contents of the current tape
611 in a human readable format.
613 2002-03-14 src/game.c
614 * Small tape bug fixed: When automatically advancing to next level
615 after a game was won, the tape from the previous level still was
616 loaded as a tape for the new level.
618 2002-03-14 src/tape.c
619 * Small graphical bug fixed: When pressing ""Record" or "Play" on
620 tape, cartoons did not get completely removed because
621 StopAnimation() was not called.
623 2002-03-13 src/files.c
624 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
625 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
626 size even when using 16-bit elements). Added new chunk "CNT2" for
627 16-bit amoeba content (previously written in 8-bit field in "HEAD"
628 chunk even when content was 16-bit element). "CNT2" should now be
629 able to store content for arbitrary elements (up to eight blocks of
630 3 x 3 element arrays). All "CNT2" elements will always be stored as
631 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
633 2002-03-13 src/files.c
634 * Changed "LoadLevel()" for real chunk support.
636 2002-03-12 src/game.c
637 * Fixed problem (introduced after 2.0.0 release) with penguins
638 not getting killed by enemies
640 2002-02-24 src/game.c, src/main.h
641 * Added "player->is_moving"; now "player->last_move_dir" does
642 not contain any information if the player is just moving at
644 Before, "player->last_move_dir" was misused for this purpose
645 for the robot stuff (robots don't kill players when they are
646 moving). But setting "player->last_move_dir" to MV_NO_MOVING
647 broke tapes when walking through pipes!
648 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
649 in a continuous movement. This fact is ignored for friends and