2 * uploaded pre-release (test) version 3.2.0-5 binary and source code
5 * changed "score for each 10 seconds/steps left" to "1 second/step"
6 * added own score for collecting "extra time" instead of sharing it
7 * added change events "switched by player" and "player switches <e>"
8 * added change events "snapped by player" and "player snaps <e>"
9 * added "set player artwork: <element choice>" to CE action options
10 * added change event "move of <element>"
13 * added "set player shield: off / normal / deadly" to CE action options
14 * added new player option "use level start element" in level editor
15 to set the correct focus at level start to elements from which the
16 player is created later (this did not work before for cascaded CE
17 changes resulting in creation of the player; it is now also possible
18 to create the player from a yam yam which is smashed at level start)
21 * added "set player speed: frozen (not moving)" to CE action options
22 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
25 * added new player option "block snap field" (enabled by default) to
26 make it possible to show a snapping animation like in Emerald Mine
29 * added dynamic selectboxes to custom element action settings in editor
30 * added "CE value" counter for custom elements (instead of "CE count")
31 * added option to use the last "CE value" after custom element change
32 * added option to use the "CE value" of other elements in CE actions
33 * fixed odd behaviour when pressing time orb in levels w/o time limit
34 * added checkbox "use time orb bug" for older levels that use this bug
37 * added missing configuration settings for the following elements:
38 - EL_TIMEGATE_SWITCH (time of open time gate)
39 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
40 - EL_SHIELD_NORMAL (time of shield duration)
41 - EL_SHIELD_DEADLY (time of shield duration)
42 - EL_EXTRA_TIME (time added to level time)
43 - EL_TIME_ORB_FULL (time added to level time)
46 * added "wind direction" as a movement pattern for custom elements
47 * added initial wind direction for balloon / custom elements to editor
48 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
51 * added parameters for "game of life" and "biomaze" elements to editor
54 * added level file chunk "CONF" for generic level and element settings
57 * uploaded pre-release (test) version 3.2.0-4 binary and source code
60 * skip empty level sets (with "levels: 0"; may be artwork base sets)
61 * added sound action ".page[1]" to ".page[32]" for each CE change page
64 * added image config suffix ".clone_from" to copy whole image settings
65 * fixed bug with invalid ("undefined") CE settings in old level files
68 * fixed graphical bug with smashing elements falling faster than player
71 * fixed major bug which prevented private levels from being edited
72 * fixed bug with precedence of general and special font definitions
75 * fixed graphical bug with player animation when player moves slowly
78 * uploaded pre-release (test) version 3.2.0-3 binary and source code
81 * fixed bug which prevented "global.num_toons: 0" from working
84 * major code cleanup (removed all these annoying "#if 0" blocks)
87 * added custom element actions for CE change page in level editor
90 * fixed music initialization bug in init.c (thanks to David Binderman)
91 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
92 (this bug must probably be fixed at other places, too)
95 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
96 (should be '#include <SDL.h>' instead)
99 * fixed bug which prevented "walkable from no direction" from working
100 (due to compatibility code overwriting this setting after loading)
103 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
106 * version number temporarily set to 3.1.1 (intermediate bugfix release)
107 * version 3.1.1 released
110 * changed some va_arg() arguments from 'long' to 'int', fixing problems
111 on 64-bit architecture systems with LP64 data model
114 * fixed bug with bombs not exploding when hitting the last level line
115 (introduced after the release of 3.1.0)
118 * added support for dumping small-sized level sketches from editor
121 * added recognition of "trigger element" for "change digged element to"
122 (this is not really what the "trigger element" was made for, but its
123 use may seem obvious for leaving back digged elements unchanged)
126 * fixed multiple warnings about failed joystick device initialization
129 * fixed bug with dynamite dropped on top of just dropped custom element
130 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
131 dynamite can still be dropped, but drop key must be released before
134 * fixed bug with wrong start directory when started from file browser
135 (due to this bug, R'n'D could not be started from KDE's Konqueror)
138 * fixed bug causing "change when impact" on player not working
139 * fixed wrong priority of "hitting something" over "hitting <element>"
140 * fixed wrong priority of "hit by something" over "hit by <element>"
143 * fixed graphical bug which caused the player (being Murphy) to show
144 collecting animations although the element was collected by penguin
147 * fixed two bugs causing wrong door background graphics in system.c
148 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
151 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
152 * added "no direction" to "walkable/passable from" selectbox options
155 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
156 * in tape autoplay, not only report broken, but also missing tapes
159 * uploaded pre-release (test) version 3.2.0-2 binary and source code
162 * fixed small bug with "linear" animation not working for active lamp
165 * fixed bug with moving up despite gravity due to "block last field"
166 * fixed small bug with wrong draw offset when typing name in main menu
167 * when reading user names from "passwd", ignore data after first comma
168 * when creating new "levelinfo.conf", only write some selected entries
171 * fixed displaying "imported from/by" on preview with empty string
172 * fixed ignoring draw offset for fonts used for level preview texts
175 * fixed a delay problem with SDL and too many mouse motion events
176 * added setup option "skip levels" and level skipping functionality
179 * added move speed "not moving" for non-moving CEs, but with direction
182 * fixed mapping of obsolete element token names in "editorsetup.conf"
183 * fixed bug with sound "acid.splashing" treated as a loop sound
184 * fixed some little sound bugs in native EM engine
187 * fixed small bug when dragging scrollbars to end positions
190 * added editor element descriptions written by Aaron Davidson
193 * improved fallback handling when configured artwork is not available
194 (now using default artwork instead of exiting when files not found)
197 * fixed bug on level selection screen when dragging scrollbar
200 * fixed bug which caused broken tapes when appending to EM engine tapes
203 * uploaded pre-release (test) version 3.2.0-1 binary and source code
206 * added code to replace changed artwork config tokens with other tokens
207 (needed for backwards compatibility, so that older tokens still work)
210 * added native R'n'D graphics for some new EMC elements in EM engine
213 * fixed some bugs in the EM engine integration code
214 * changed EM engine code to allow diagonal movement
215 * changed EM engine code to allow use of separate snap and drop keys
218 * fixed some redraw bugs when using EM engine
221 * fixed bug with not converting RND levels which are set to use native
222 engine to native level structure when loading
225 * uploaded pre-release (test) version 3.2.0-0 binary and source code
228 * version number set to 3.2.0
231 * level data now reset to defaults after attempt to load invalid file
234 * added use of "editorsetup.conf" for different level sets
237 * added auto-detection for various types of Emerald Mine level files
240 * fixed bug with scrollbars getting too small when list is very large
243 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
246 * added most level editor configuration gadgets for new EMC elements
249 * added more element and graphic definitions for new EMC elements
252 * modified native EM engine to use integrated R'n'D sound system
255 * added SDL support to graphics functions in native EM engine
256 (by always using generic libgame interface functions)
259 * fixed bug in frame synchronization in native EM engine
262 * added code to convert levels between R'n'D and native EM engine
265 * new Emerald Mine engine can now play levels selected in main menu
268 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
269 (which creates scaled down graphics for level editor and preview);
270 there's still a memory leak somewhere in the artwork handling code
271 * added "scale image up" functionality to X11 version of zoom function
274 * first attempts to integrate new, native Emerald Mine Club engine
277 * fixed bug in gadget code which caused reset of CEs in level editor
278 (example: pressing 'b' [grab brush] on CE config page erased values)
279 (solution: check if gadgets in ClickOnGadget() are really mapped)
280 * improved level change detection in editor (settings now also checked)
281 * fixed bug with "can move into acid" and "don't collide with" state
284 * fixed maze runner style CEs to use the configured move delay value
287 * added Aaron Davidson's tutorial level set to the "Tutorials" section
290 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
291 * fixed the above fix because it broke level set "machine" (*sigh*)
292 * fixed random element placement in level editor to work as expected
293 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
296 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
299 * fixed bug (missing array boundary check) which caused broken tapes
300 * fixed bug (when loading level template) which caused broken levels
301 * fixed bug with new block last field code when using non-yellow player
304 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
305 * internal change of how the player blocks the last field when moving
306 * fixed blocking delay of last field for EM and SP style block delay
307 * fixed bug where the player had to wait for the usual move delay after
308 unsuccessfully trying to move, when he directly could move after that
309 * the last two changes should make original Supaplex level 93 solvable
310 * improved use of random number generator to make it less predictable
311 * fixed behaviour of slippery SP elements to let slip left, then right
314 * fixed bug with wrong door state after trying to quickload empty tape
315 * fixed waste of static memory usage of the binary, making it smaller
316 * fixed very little graphical bug in Supaplex explosion
319 * version number set to 3.1.1
322 * version 3.1.0 released
325 * fixed bug with crash when writing user levelinfo.conf the first time
328 * added option "convert LEVELDIR [NR]" to command line batch commands
329 * re-converted Supaplex levels to apply latest engine fixes
330 * changed "use graphic/sound of element" to "use graphic of element"
331 due to compatibility problems with some levels ("bug machine" etc.)
334 * fixed bug with CE change replacing player with same or other player
337 * fixed bug with opaque font in envelope with background graphic when
338 background graphic is not transparent itself
341 * added "gravity on" and "gravity off" ports for Supaplex compatibility
342 * corrected original Supaplex level loading code to use these new ports
343 * also corrected Supaplex loader to auto-count infotrons if set to zero
346 * fixed bug with missing initialization of "modified" flag for GEs
349 * fixed bug that caused endless recursion loop when relocating player
350 * fixed tape recorder bug in "step mode" when using "pause before end"
351 * fixed tape recorder bug when changing from "warp forward" mode
354 * fixed bug with "when touching" for pushed elements at last position
357 * fixed bug that caused two activated toolbox buttons in level editor
358 * fixed bug with exploding dynabomb under player due to other explosion
361 * fixed bug with creating walkable custom element under player (again)
362 * fixed bug with not copying explosion type when copying CEs in editor
363 * fixed graphical bug when drawing player in setup menu (input devices)
364 * fixed graphical bug when the player is pushing an accessible element
365 * fixed bug with classic switchable elements triggering CE changes
366 * fixed bug with entering/leaving walkable element in RelocatePlayer()
367 * fixed crash bug when CE leaves behind the trigger player element
370 * fixed bug with broken tubes after placing/exploding dynamite in them
371 * fixed bug with exploding dynamite under player due to other explosion
372 * fixed bug with not resetting push delay under certain circumstances
375 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
376 * added network multiplayer code for Windows (thanks to Niko Böhm)
379 * added option "reachable despite gravity" for gravity movement
380 * changed gravity movement of most classic walkable and passable
381 elements back to "not reachable" (for compatibility reasons)
384 * fixed (removed) "indestructible" / "can explode" dependency in editor
385 * fixed (removed) "accessible inside" / "protected" dependency
386 * fixed (removed) "step mode" / "shield time" dependency
389 * fixed dynabombs exploding now into anything diggable
390 * fixed Supaplex style gravity movement into buggy base now impossible
391 * added pressing key "space" as valid action to select menu options
394 * added "replace when walkable" to relocate player to walkable element
395 * added "enter"/"leave" event for elements affected by relocation
396 * fixed "direct"/"indirect" change order also for "when change" event
397 * fixed graphical bug when pushing things from elements walkable inside
400 * fixed graphic bug when player is snapping while moving in old levels
401 * fixed bug when a moving custom element leaves a player element behind
402 * fixed bug with mole not disappearing when moving into acid pool
403 * fixed bug with incomplete path setting when using "--basepath" option
404 * moving CE can now leave walkable elements behind under the player
405 * when relocating, player can be set on walkable element now
406 * fixed another gravity movement bug
409 * uploaded pre-release (test) version 3.1.0-2 binary and source code
412 * added "collectible" and "removable" to extended replacement types
413 (where "removable" replaces "diggable" and "collectible" elements)
414 * added "collectible & throwable" (to throw element to the next field)
415 * fixed bug with CEs digging elements that are just about to explode
416 * changed mouse cursor now always being visible when game is paused
419 * added possibility to push/press accessible elements from a side that
421 * fixed bug with not setting actual date when appending to tape
424 * fixed bug with incorrectly initialized custom element editor graphics
427 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
428 - number of levels corrected from 18 to 17 in "levelinfo.conf"
431 * fixed bug with destroyed robot wheel still attracting robots forever
432 * fixed bug with time gate switch deactivating after robot wheel time
433 (while the time gate itself is not affected by this misbehaviour)
434 * changed behaviour of BD style amoeba to always get blocked by player
435 (before it was different when there were non-BD elements in level)
436 * fixed bug with player destroying indestructable elements with shield
439 * added option to make growing elements grow into anything diggable
440 (for the various amoeba types, biomaze and "game of life")
443 * fixed bug with movable elements not moving after left behind by CEs
444 * changed gravity movement to anything diggable, not only sand/base
445 * optionally allowing passing to walkable element, not only empty space
446 * added option "can pass to walkable element" for players
447 * finally fixed gravity movement (hopefully)
450 * fixed bug with movable elements not moving anymore after falling down
453 * fixed another bug with custom elements digging and leaving elements
454 * fixed bug with "along left/right side" and automatic start direction
455 * trigger elements now also displayed when "more custom" deactivated
456 * fixed bug with clipboard element initialized when loading new level
457 * added option "drop delay" to set delay before dropping next element
460 * uploaded pre-release (test) version 3.1.0-1 binary and source code
463 * added copy and paste functions for custom change pages
464 * enhanced graphical display and functionality of tape recorder
465 * fixed bug with custom elements digging and leaving elements
468 * added move speed faster than "very fast" for custom elements
469 * fixed bug with 3+3 style explosions and missing border content
470 * fixed little bug when copying custom elements in the editor
471 * enhanced custom element changes by more side trigger actions
474 * added option "no scrolling when relocating" for instant teleporting
475 * uploaded pre-release (test) version 3.1.0-0 binary and source code
478 * added trigger element and trigger player to use as target elements
479 * added copy and paste functions for custom and group elements
482 * fixed graphical bug when displaying explosion animations
483 * fixed bug when appending to tapes, resulting in broken tapes
484 * re-recorded a few tapes broken by fixing gravity checking bug
487 * "can move into acid" property now for all elements independently
488 * "can fall into acid" property for player stored in same bitfield now
489 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
490 * version number set to 3.1.0 (finally!)
493 * changed tape recording to only record input, not programmed actions
496 * fixed totally broken (every 8th frame skipped) step-by-step recording
497 * fixed bug with requester not displayed when quick-loading interrupted
498 * added option "can fall into acid (with gravity)" for players
499 * fixed bug with player not falling when snapping down with gravity
502 * fixed bug which messed up key config when using keypad number keys
505 * fixed bug which allowed moving upwards even when gravity was active
506 * fixed bug with missing error handling when dumping levels or tapes
509 * added different colored editor graphics for Supaplex gravity tubes
512 * fixed bug that allowed solvable tapes for unsolvable levels
515 * use unlimited number of droppable elements when "count" set to zero
516 * added option to use step limit instead of time limit for level
519 * added player and change page as trigger for custom element change
522 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
525 * fixed bug with dark yamyam changing to acid when moving over acid
526 * fixed handling of levels with more than 999 seconds level time
527 (example: level 76 of "Denmine")
530 * "spring push bug" reintroduced as configurable element property
531 * fixed bug with missing properties for "mole"
532 * fixed bug that showed up when fixing the above "mole" properties bug
533 * added option "can move into acid" for all movable elements
534 * fixed graphical bug for elements moving into acid
535 * changed event handling to handle all pending events before going on
538 * fixed bug which caused all CE change pages to be ignored which had
539 the same change event, but used a different element side
540 (reported by Simon Forsberg)
542 * fixed bug which caused elements that can move and fall and that are
543 transported by a conveyor belt to continue moving into that direction
544 after leaving the conveyor belt, regardless of their own movement
545 type; only elements which can not move are transported now
546 (reported by Simon Forsberg)
548 * fixed bug which could cause an array overflow in RelocatePlayer()
549 (reported by Niko Böhm)
551 * changed Emerald Mine style "passable / over" elements to "protected"
552 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
554 * added new option to select from which side a "walkable/passable"
555 element can be entered
558 * added explosion and ignition delay for elements that can explode
561 * fixed bug which caused player not being protected against enemies
562 when a CE was "walkable / inside" and was not "indestructible"
563 * added "walkable/passable" fields to be "protected/unprotected"
564 against enemies, even if not accessible "inside" but "over/under"
567 * corrected move pattern to 32 bit and initial move direction to 8 bit
570 * added second custom element base configuration page
573 * added some special EMC mappings to Emerald Mine level loader
574 (also covering previously unknown element in level 0 of "Bondmine 8")
577 * added option to block last field when player is moving (for Supaplex)
578 * adjusted push delay of Supaplex elements
579 * removed delays for envelopes etc. when replaying with maximum speed
580 * fixed bug when dropping element on a field that just changed to empty
583 * fixed bug: infotrons can now smash yellow disks
584 * fixed bug: when gravity active, port above player can now be entered
585 * removed "one white dot" mouse pointer which irritated some people
588 * added "choice type" for group element selection
591 * fixed bug with initial invulnerability of non-yellow player
594 * added level loader for loading native Supaplex packed levels
595 (including multi-part levels like the "splvls99" levels)
598 * fixed bug which allowed creating emeralds by escaping explosions
601 * custom elements can change (limited) or leave (unlimited) elements
602 * finally added multiple matches using group elements
603 * added shortcut to dump brush (type ":DB" in editor) for use in forum
606 * added new start movement type "previous" for continued CE movement
607 * added new start movement type "random" for random CE movement start
610 * added new element "sokoban_field_player" needed for Sokoban levels
611 (thanks to Ed Booker for pointing this out!)
614 * added elements that can be digged or left behind by custom elements
617 * added group elements for multiple matches and random element creation
620 * fixed some graphical errors displayed in old levels
623 * fixed wrong double speed movement after passing closing gates
626 * added level loader for loading native Emerald Mine levels
629 * changes for "shooting" style CE movement
632 * Happy New Year! ;-)
635 * changed default snap/drop keys from left/right Shift to Control keys
638 * fixed bug with dead player getting reanimated from custom element
641 * fixed bug with wrong penguin graphics (when entering exit)
644 * fixed bug with wrong "Murphy" graphics (when digging etc.)
647 * version number set to 3.0.9
650 * version 3.0.8 released
653 * added function checked_free()
656 * fixed bug with double nut cracking sound
657 (by eliminating "default element action sound" assignment in init.c)
660 * fixed crash when no music info files are available
663 * fixed boring and sleeping sounds
666 * added "maze runner" and "maze hunter" movement types
667 * added extended collision conditions for custom elements
670 * added warnings for undefined token values in artwork config files
673 * added menu entry for level set information to the info screen
676 * fixed bug with wrong default impact sound for colored emeralds
679 * added several sub-screens for the info screen
680 * menu text now also clickable (not only blue/red sphere left of it)
683 * added configurable "bored" and "sleeping" animations for the player
684 * added "awakening" sound for player when waking up after sleeping
687 * added "copy" and "exchange" functions for custom elements to editor
690 * added configurable element animations for info screen
693 * added configurable music credits for info screen
696 * finally fixed tape recording when player is created from CE change
699 * added "editorsetup.conf" for editor element list configuration
702 * added "musicinfo.conf" for menu and level music configuration
705 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
706 (that only showed up on Linux, but not on Windows systems)
709 * fixed turning movement of butterflies and fireflies (no frame reset)
710 * enhanced sniksnak turning movement (two steps instead of only one)
713 * version number set to 3.0.8
716 * version 3.0.7 released
719 * fixed reset of player animation frame when, for example,
720 walking, digging or collecting share the same animation
721 * fixed CE with "deadly when touching" exploding when touching amoeba
724 * fixed tape recording when player is created from CE element change
727 * introduced "turning..." action graphic for elements with move delay
728 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
729 * added turning animations for bug, spaceship and sniksnak
732 * prevent "extended" changed elements from delay change in same frame
735 * fixed bug when pushing element that can move away to the side
736 (like pushing falling elements, but now with moving elements)
739 * finally fixed serious bug in code for delayed element pushing (again)
742 * unavailable setup options now marked as "n/a" instead of "off"
743 * new boolean directive "latest_engine" for "levelinfo.conf": when set
744 to "true", levels are always played with the latest game engine,
745 which is desired for levels that are imported from other games; all
746 other levels are played with the engine version stored in level file
747 (which is normally the engine version the level was created with)
750 * fixed serious bug in code for delayed element pushing
751 * fixed little bug in animation frame selection for pushed elements
752 * speed-up of reading config file for verbose output
755 * added configuration option for opening and closing Supaplex exit
756 * added configuration option for moving up/down animation for Murphy
757 * fixed incorrectly displayed animation for attacking dragon
758 * fixed bug with not setting initial gravity for each new game
759 * fixed bug with teleportation of player by custom element change
760 * fixed bug with player not getting smashed by rock sometimes
763 * version number set to 3.0.7
766 * version 3.0.6 released
769 * added support for MP3 music for SDL version through SMPEG library
772 * fixed bug when initializing font graphic structure
773 * fixed bug with animation mode "pingpong" when using only 1 frame
774 * fixed bug with extended change target introduced in 3.0.5
775 * fixed bug where passing over moving element doubles player speed
776 * fixed bug with elements continuing to move into push direction
777 * fixed bug with duplicated player when dropping bomb with shield on
778 * added "switching" event for custom elements ("pressing" only once)
779 * fixed switching bug (resetting flag when not switching but not idle)
782 * fixed element tokens for certain file elements with ".active" etc.
785 * version number set to 3.0.6
788 * version 3.0.5 released
791 * now four envelope elements available
792 * font, background, animation and sound for envelope now configurable
793 * main menu doors opening/closing animation type now configurable
796 * active/inactive sides configurable for custom element changes
797 * new movement type "move when pushed" available for custom elements
800 * fixed bug in multiple config pages loader code that caused crashes
803 * enhanced (remaining low-resolution) Supaplex graphics
806 * version number set to 3.0.5
809 * version 3.0.4 released
811 2003-09-12 src/tools.c
812 * fixed bug in custom definition of crumbled element graphics
814 2003-09-11 src/files.c
815 * fixed bug in multiple config pages code that caused crashes
818 * version number set to 3.0.4
821 * version 3.0.3 released
824 * added music to Supaplex classic level set
826 2003-09-07 src/libgame/misc.c
827 * added support for loading various music formats through SDL_mixer
829 2003-09-06 (various source files)
830 * fixed several nasty bugs that may have caused crashes on some systems
831 * added envelope content which gets displayed when collecting envelope
832 * added multiple change event pages for custom elements
834 2003-08-24 src/game.c
835 * fixed problem with player animation when snapping and moving
837 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
838 * fixed problem with flickering when drawing toon animations
840 2003-08-23 src/libgame/sdl.c
841 * fixed problem with setting mouse cursor in SDL version in fullscreen
843 2003-08-23 src/game.c
844 * fixed bug (missing array boundary check) which could crash the game
847 * version number set to 3.0.3
850 * version 3.0.2 released
852 2003-08-21 src/game.c
853 * fixed bug with creating inaccessible elements at player position
855 2003-08-20 src/init.c
856 * fixed bug with not finding current level artwork directory
858 2003-08-20 src/files.c
859 * fixed bug with choosing wrong engine version when playing tapes
860 * fixed bug with messing up custom element properties in 3.0.0 levels
863 * version number set to 3.0.2
866 * version 3.0.1 released
868 2003-08-17 (no source files affected)
869 * changed all "classic" PCX image files with 16 colors or less to
870 256 color (8 bit) storage format, because the Allegro game library
871 cannot handle PCX files with less than 256 colors (contributed
872 graphics are not affected and might look wrong in the DOS version)
874 2003-08-16 src/init.c
875 * fixed bug which (for example) crashed the level editor when defining
876 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
877 (only set to default) -- invalid graphics now set to default graphic
879 2003-08-16 src/init.c
880 * fixed graphical bug of player digging/collecting/snapping element
881 when no corresponding graphic/animation is defined for this action,
882 resulting in player being drawn as EL_EMPTY (which should only be
883 done to elements being collected, but not to the player)
885 2003-08-16 src/game.c
886 * fixed small graphical bug of player not totally moving into exit
888 2003-08-16 src/libgame/setup.c
889 * fixed bug with wrong MS-DOS 8.3 filename conversion
891 2003-08-16 src/tools.c
892 * fixed bug with invisible mouse cursor when pressing ESC while playing
894 2003-08-16 (various source files)
895 * added another 128 custom elements (disabled in editor by default)
897 2003-08-16 src/editor.c
898 * fixed NULL string bug causing Solaris to crash in sprintf()
900 2003-08-16 src/screen.c
901 * fixed drawing over scrollbar on level selection with custom fonts
903 2003-08-15 src/game.c
904 * cleanup of simple sounds / loop sounds / music settings
906 2003-08-08 (various source files)
907 * added custom element property for dropping collected elements
909 2003-08-08 src/conf_gfx.c
910 * fixed bug with missing graphic for active red disk bomb
912 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
913 * extended variable "level.gravity" to "level.initial_gravity" and
914 "game.current_gravity" to prevent level setting from being changed
915 by playing the level (keeping the runtime value after playing)
917 * fixed graphics bug when digging element that has 'crumbled' graphic
918 definition, but not 'diggable' graphic definition
921 * version number set to 3.0.1
924 * version 3.0.0 released
927 * various bug fixes; among others:
928 - fixed bug with pushing spring over empty space
929 - fixed bug with leaving tube while placing dynamite
930 - fixed bug with explosion of smashed penguins
931 - allow Murphy player graphic in levels with non-Supaplex elements
935 * I have forgotten to document changes for some time
938 * pre-release version 2.2.0rc1 released
941 * version number set to 2.1.2
944 * version 2.1.1 released
947 * version number set to 2.1.1
950 * version 2.1.0 released
953 * version number set to 2.1.0
955 2002-04-03 to 2002-05-19 (various source files)
956 * graphics, sounds and music now fully configurable
957 * bug fixed that prevented walking through tubes when gravity on
959 2002-04-02 src/events.c, src/editor.c
960 * Make Escape key less aggressive when playing or when editing level.
961 This can be configured as an option in the setup menu. (Default is
962 "less aggressive" which means "ask user if something can be lost"
963 when pressing the Escape key.)
965 2002-04-02 src/screen.c
966 * Added "graphics setup" screen.
968 2002-04-01 src/screen.c
969 * Changed "choose level" setup screen stuff to be more generic (to
970 make it easier to add more "choose from generic tree" setup screens).
972 2002-04-01 src/config.c, src/timestamp.h
973 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
974 automatically gets created by "src/Makefile" and contains an actual
975 compile-time timestamp to identify development versions of the game).
977 2002-03-31 src/tape.c, src/events.c
978 * Added quick game/tape save/load functions to tape stuff which can be
979 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
980 loads previously recorded tape and directly goes into recording mode
981 from the end of the tape (therefore appending to the tape).
983 2002-03-31 src/tape.c
984 * Added "index mark" function to tape recorder. When playing or
985 recording, "eject" button changes to "index" button. Setting index
986 mark is not yet implemented, but pressing index button when playing
987 allows very quick advancing to end of tape (when normal playing),
988 very fast forward mode (when playing with normal fast forward) or
989 very fast reaching of "pause before end of tape" (when playing with
990 "pause before end" playing mode).
992 2002-03-30 src/cartoons.c
993 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
995 2002-03-29 src/screen.c
996 * Changed setup screen stuff to be more generic (to make it easier
997 to add more setup screens).
999 2002-03-23 src/main.c, src/main.h
1000 * Various changes due to the introduction of the new libgame files
1001 "setup.c" and "joystick.c".
1003 2002-03-23 src/files.c
1004 * Generic parts of "src/files.c" (mainly setup and level directory
1005 stuff) moved to new libgame file "src/libgame/setup.c".
1007 2002-03-23 src/joystick.c
1008 * File "src/joystick.c" moved to libgame source tree, with
1009 correspondig changes.
1011 2002-03-22 src/screens.c
1012 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1013 (Wrong level series information displayed when entering main group.)
1015 2002-03-22 src/editor.c
1016 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1018 2002-03-22 src/editor.c
1019 * Changed behaviour of "Escape" key in level editor to be more
1020 intuitive: When in "Element Properties" or "Level Info" mode,
1021 return to "Drawing Mode" instead of leaving the level editor.
1023 2002-03-21 src/game.c, src/editor.c, src/files.c
1024 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1025 gems (emeralds, diamonds, ...) slipping down from normal wall,
1026 steel wall and growing wall (as in E.M.C. style levels). Although
1027 the behaviour of contributed and private levels wasn't changed (due
1028 to the use of "level.game_version"; see previous entry), editing
1029 those levels will (of course) change the behaviour accordingly.
1031 This change seems a bit too hard after thinking about it, because
1032 the EM style behaviour is not the "expected" behaviour (gems would
1033 normally only slip down from "rounded" walls). Therefore this was
1034 now changed to an element property for gem style elements, with the
1035 default setting "off" (which means: no special EM style behaviour).
1036 To fix older converted levels, this flag is set to "on" for pre-2.0
1037 levels that are neither contributed nor private levels.
1039 2002-03-20 src/files.h
1040 * Corrected settings for "level.game_version" depending of level type.
1041 (Contributed and private levels always get played with game engine
1042 version they were created with, while converted levels always get
1043 played with the most recent version of the game engine, to let new
1044 corrections of the emulation behaviour take effect.)
1046 2002-03-20 src/main.h
1047 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1048 compiling the SDL version on some systems.
1049 Thanks to the several people who pointed this out.
1052 * Version number set to 2.0.2.
1055 * Version 2.0.1 released.
1057 2002-03-18 src/screens.c
1058 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1060 2002-03-18 src/files.c [src/libgame/misc.c]
1061 * Moved some common functions from src/files.c to src/libgame/misc.c.
1063 2002-03-18 src/files.c [src/libgame/misc.c]
1064 * Changed permissions for new directories and saved files (especially
1065 score files) according to suggestions of Debian users and mantainers.
1066 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1068 2002-03-17 src/files.c
1069 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1070 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1071 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1072 for levels and "TAPE" for tapes). Old "cookie" style format is
1073 still supported for reading. New level and tape files are written
1076 * New IFF chunk "VERS" contains version numbers for file and game
1077 (where "game version" is the version of the program that wrote the
1078 file, and "file version" is a version number to distinguish files
1079 with different format, for example after adding new features).
1081 2002-03-15 src/screen.c
1082 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1083 (Before, you heard a mixture of the in-game music and the
1084 hall-of-fame music.)
1086 2002-03-14 src/events.c
1087 * Function "DumpTape()" (files.c) now available by pressing 't' from
1088 main menu (when in DEBUG mode).
1090 2002-03-14 src/game.c
1091 * "GameWon()": When game was won playing a tape, now there is no delay
1092 raising the score and no corresponding sound is played.
1094 2002-03-14 src/files.c
1095 * Changed "LoadTape()" for real chunk support and also adjusted
1096 "SaveTape()" accordingly.
1098 2002-03-14 src/game.c, src/tape.c, src/files.c
1099 * Important changes to tape format: The old tape format stored all
1100 actions with a real effect with a corresponding delay between the
1101 stored actions. This had some major disadvantages (for example,
1102 push delays had to be ignored, pressing a button for some seconds
1103 mutated to several single button presses because of the non-action
1104 delays between two action frames etc.). The new tape format just
1105 stupidly records all device actions and replays them later. I really
1106 don't know why I haven't solved it that way before?! Old-style tapes
1107 (with tape file version less than 2.0) get converted to the new
1108 format on-the-fly when loading and can therefore still be played;
1109 only some minor parts of the old-style tape handling code was needed.
1110 (A perfect conversion is not possible, because there is information
1111 missing about the device actions between two action frames.)
1113 2002-03-14 src/files.c
1114 * New function "DumpTape()" to dump the contents of the current tape
1115 in a human readable format.
1117 2002-03-14 src/game.c
1118 * Small tape bug fixed: When automatically advancing to next level
1119 after a game was won, the tape from the previous level still was
1120 loaded as a tape for the new level.
1122 2002-03-14 src/tape.c
1123 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1124 tape, cartoons did not get completely removed because
1125 StopAnimation() was not called.
1127 2002-03-13 src/files.c
1128 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1129 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1130 size even when using 16-bit elements). Added new chunk "CNT2" for
1131 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1132 chunk even when content was 16-bit element). "CNT2" should now be
1133 able to store content for arbitrary elements (up to eight blocks of
1134 3 x 3 element arrays). All "CNT2" elements will always be stored as
1135 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1137 2002-03-13 src/files.c
1138 * Changed "LoadLevel()" for real chunk support.
1140 2002-03-12 src/game.c
1141 * Fixed problem (introduced after 2.0.0 release) with penguins
1142 not getting killed by enemies
1144 2002-02-24 src/game.c, src/main.h
1145 * Added "player->is_moving"; now "player->last_move_dir" does
1146 not contain any information if the player is just moving at
1148 Before, "player->last_move_dir" was misused for this purpose
1149 for the robot stuff (robots don't kill players when they are
1150 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1151 broke tapes when walking through pipes!
1152 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1153 in a continuous movement. This fact is ignored for friends and