2 * fixed graphical bug when displaying explosion animations
3 * fixed bug when appending to tapes, resulting in broken tapes
4 * re-recorded a few tapes broken by fixing gravity checking bug
7 * "can move into acid" property now for all elements independently
8 * "can fall into acid" property for player stored in same bitfield now
9 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
10 * version number set to 3.1.0 (finally!)
13 * changed tape recording to only record input, not programmed actions
16 * fixed totally broken (every 8th frame skipped) step-by-step recording
17 * fixed bug with requester not displayed when quick-loading interrupted
18 * added option "can fall into acid (with gravity)" for player elements
19 * fixed bug with player not falling when snapping down with gravity
22 * fixed bug which messed up key config when using keypad number keys
25 * fixed bug which allowed moving upwards even when gravity was active
26 * fixed bug with missing error handling when dumping levels or tapes
29 * added different colored editor graphics for Supaplex gravity tubes
32 * fixed bug that allowed solvable tapes for unsolvable levels
35 * use unlimited number of droppable elements when "count" set to zero
36 * added option to use step limit instead of time limit for level
39 * added player and change page as trigger for custom element change
42 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
45 * fixed bug with dark yamyam changing to acid when moving over acid
46 * fixed handling of levels with more than 999 seconds level time
47 (example: level 76 of "Denmine")
50 * "spring push bug" reintroduced as configurable element property
51 * fixed bug with missing properties for "mole"
52 * fixed bug that showed up when fixing the above "mole" properties bug
53 * added option "can move into acid" for all movable elements
54 * fixed graphical bug for elements moving into acid
55 * changed event handling to handle all pending events before going on
58 * fixed bug which caused all CE change pages to be ignored which had
59 the same change event, but used a different element side
60 (reported by Simon Forsberg)
62 * fixed bug which caused elements that can move and fall and that are
63 transported by a conveyor belt to continue moving into that direction
64 after leaving the conveyor belt, regardless of their own movement
65 type; only elements which can not move are transported now
66 (reported by Simon Forsberg)
68 * fixed bug which could cause an array overflow in RelocatePlayer()
69 (reported by Niko Böhm)
71 * changed Emerald Mine style "passable / over" elements to "protected"
72 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
74 * added new option to select from which side a "walkable/passable"
75 element can be entered
78 * added explosion and ignition delay for elements that can explode
81 * fixed bug which caused player not being protected against enemies
82 when a CE was "walkable / inside" and was not "indestructible"
83 * added "walkable/passable" fields to be "protected/unprotected"
84 against enemies, even if not accessible "inside" but "over/under"
87 * corrected move pattern to 32 bit and initial move direction to 8 bit
90 * added second custom element base configuration page
93 * added some special EMC mappings to Emerald Mine level loader
94 (also covering previously unknown element in level 0 of "Bondmine 8")
97 * added option to block last field when player is moving (for Supaplex)
98 * adjusted push delay of Supaplex elements
99 * removed delays for envelopes etc. when replaying with maximum speed
100 * fixed bug when dropping element on a field that just changed to empty
103 * fixed bug: infotrons can now smash yellow disks
104 * fixed bug: when gravity active, port above player can now be entered
105 * removed "one white dot" mouse pointer which irritated some people
108 * added "choice type" for group element selection
111 * fixed bug with initial invulnerability of non-yellow player
114 * added level loader for loading native Supaplex packed levels
115 (including multi-part levels like the "splvls99" levels)
118 * fixed bug which allowed creating emeralds by escaping explosions
121 * custom elements can change (limited) or leave (unlimited) elements
122 * finally added multiple matches using group elements
123 * added shortcut to dump brush (type ":DB" in editor) for use in forum
126 * added new start movement type "previous" for continued CE movement
127 * added new start movement type "random" for random CE movement start
130 * added new element "sokoban_field_player" needed for Sokoban levels
131 (thanks to Ed Booker for pointing this out!)
134 * added elements that can be digged or left behind by custom elements
137 * added group elements for multiple matches and random element creation
140 * fixed some graphical errors displayed in old levels
143 * fixed wrong double speed movement after passing closing gates
146 * added level loader for loading native Emerald Mine levels
149 * changes for "shooting" style CE movement
152 * Happy New Year! ;-)
155 * changed default snap/drop keys from left/right Shift to Control keys
158 * fixed bug with dead player getting reanimated from custom element
161 * fixed bug with wrong penguin graphics (when entering exit)
164 * fixed bug with wrong "Murphy" graphics (when digging etc.)
167 * version number set to 3.0.9
170 * version 3.0.8 released
173 * added function checked_free()
176 * fixed bug with double nut cracking sound
177 (by eliminating "default element action sound" assignment in init.c)
180 * fixed crash when no music info files are available
183 * fixed boring and sleeping sounds
186 * added "maze runner" and "maze hunter" movement types
187 * added extended collision conditions for custom elements
190 * added warnings for undefined token values in artwork config files
193 * added menu entry for level set information to the info screen
196 * fixed bug with wrong default impact sound for colored emeralds
199 * added several sub-screens for the info screen
200 * menu text now also clickable (not only blue/red sphere left of it)
203 * added configurable "bored" and "sleeping" animations for the player
204 * added "awakening" sound for player when waking up after sleeping
207 * added "copy" and "exchange" functions for custom elements to editor
210 * added configurable element animations for info screen
213 * added configurable music credits for info screen
216 * finally fixed tape recording when player is created from CE change
219 * added "editorsetup.conf" for editor element list configuration
222 * added "musicinfo.conf" for menu and level music configuration
225 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
226 (that only showed up on Linux, but not on Windows systems)
229 * fixed turning movement of butterflies and fireflies (no frame reset)
230 * enhanced sniksnak turning movement (two steps instead of only one)
233 * version number set to 3.0.8
236 * version 3.0.7 released
239 * fixed reset of player animation frame when, for example,
240 walking, digging or collecting share the same animation
241 * fixed CE with "deadly when touching" exploding when touching amoeba
244 * fixed tape recording when player is created from CE element change
247 * introduced "turning..." action graphic for elements with move delay
248 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
249 * added turning animations for bug, spaceship and sniksnak
252 * prevent "extended" changed elements from delay change in same frame
255 * fixed bug when pushing element that can move away to the side
256 (like pushing falling elements, but now with moving elements)
259 * finally fixed serious bug in code for delayed element pushing (again)
262 * unavailable setup options now marked as "n/a" instead of "off"
263 * new boolean directive "latest_engine" for "levelinfo.conf": when set
264 to "true", levels are always played with the latest game engine,
265 which is desired for levels that are imported from other games; all
266 other levels are played with the engine version stored in level file
267 (which is normally the engine version the level was created with)
270 * fixed serious bug in code for delayed element pushing
271 * fixed little bug in animation frame selection for pushed elements
272 * speed-up of reading config file for verbose output
275 * added configuration option for opening and closing Supaplex exit
276 * added configuration option for moving up/down animation for Murphy
277 * fixed incorrectly displayed animation for attacking dragon
278 * fixed bug with not setting initial gravity for each new game
279 * fixed bug with teleportation of player by custom element change
280 * fixed bug with player not getting smashed by rock sometimes
283 * version number set to 3.0.7
286 * version 3.0.6 released
289 * added support for MP3 music for SDL version through SMPEG library
292 * fixed bug when initializing font graphic structure
293 * fixed bug with animation mode "pingpong" when using only 1 frame
294 * fixed bug with extended change target introduced in 3.0.5
295 * fixed bug where passing over moving element doubles player speed
296 * fixed bug with elements continuing to move into push direction
297 * fixed bug with duplicated player when dropping bomb with shield on
298 * added "switching" event for custom elements ("pressing" only once)
299 * fixed switching bug (resetting flag when not switching but not idle)
302 * fixed element tokens for certain file elements with ".active" etc.
305 * version number set to 3.0.6
308 * version 3.0.5 released
311 * now four envelope elements available
312 * font, background, animation and sound for envelope now configurable
313 * main menu doors opening/closing animation type now configurable
316 * active/inactive sides configurable for custom element changes
317 * new movement type "move when pushed" available for custom elements
320 * fixed bug in multiple config pages loader code that caused crashes
323 * enhanced (remaining low-resolution) Supaplex graphics
326 * version number set to 3.0.5
329 * version 3.0.4 released
331 2003-09-12 src/tools.c
332 * fixed bug in custom definition of crumbled element graphics
334 2003-09-11 src/files.c
335 * fixed bug in multiple config pages code that caused crashes
338 * version number set to 3.0.4
341 * version 3.0.3 released
344 * added music to Supaplex classic level set
346 2003-09-07 src/libgame/misc.c
347 * added support for loading various music formats through SDL_mixer
349 2003-09-06 (various source files)
350 * fixed several nasty bugs that may have caused crashes on some systems
351 * added envelope content which gets displayed when collecting envelope
352 * added multiple change event pages for custom elements
354 2003-08-24 src/game.c
355 * fixed problem with player animation when snapping and moving
357 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
358 * fixed problem with flickering when drawing toon animations
360 2003-08-23 src/libgame/sdl.c
361 * fixed problem with setting mouse cursor in SDL version in fullscreen
363 2003-08-23 src/game.c
364 * fixed bug (missing array boundary check) which could crash the game
367 * version number set to 3.0.3
370 * version 3.0.2 released
372 2003-08-21 src/game.c
373 * fixed bug with creating inaccessible elements at player position
375 2003-08-20 src/init.c
376 * fixed bug with not finding current level artwork directory
378 2003-08-20 src/files.c
379 * fixed bug with choosing wrong engine version when playing tapes
380 * fixed bug with messing up custom element properties in 3.0.0 levels
383 * version number set to 3.0.2
386 * version 3.0.1 released
388 2003-08-17 (no source files affected)
389 * changed all "classic" PCX image files with 16 colors or less to
390 256 color (8 bit) storage format, because the Allegro game library
391 cannot handle PCX files with less than 256 colors (contributed
392 graphics are not affected and might look wrong in the DOS version)
394 2003-08-16 src/init.c
395 * fixed bug which (for example) crashed the level editor when defining
396 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
397 (only set to default) -- invalid graphics now set to default graphic
399 2003-08-16 src/init.c
400 * fixed graphical bug of player digging/collecting/snapping element
401 when no corresponding graphic/animation is defined for this action,
402 resulting in player being drawn as EL_EMPTY (which should only be
403 done to elements being collected, but not to the player)
405 2003-08-16 src/game.c
406 * fixed small graphical bug of player not totally moving into exit
408 2003-08-16 src/libgame/setup.c
409 * fixed bug with wrong MS-DOS 8.3 filename conversion
411 2003-08-16 src/tools.c
412 * fixed bug with invisible mouse cursor when pressing ESC while playing
414 2003-08-16 (various source files)
415 * added another 128 custom elements (disabled in editor by default)
417 2003-08-16 src/editor.c
418 * fixed NULL string bug causing Solaris to crash in sprintf()
420 2003-08-16 src/screen.c
421 * fixed drawing over scrollbar on level selection with custom fonts
423 2003-08-15 src/game.c
424 * cleanup of simple sounds / loop sounds / music settings
426 2003-08-08 (various source files)
427 * added custom element property for dropping collected elements
429 2003-08-08 src/conf_gfx.c
430 * fixed bug with missing graphic for active red disk bomb
432 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
433 * extended variable "level.gravity" to "level.initial_gravity" and
434 "game.current_gravity" to prevent level setting from being changed
435 by playing the level (keeping the runtime value after playing)
437 * fixed graphics bug when digging element that has 'crumbled' graphic
438 definition, but not 'diggable' graphic definition
441 * version number set to 3.0.1
444 * version 3.0.0 released
447 * various bug fixes; among others:
448 - fixed bug with pushing spring over empty space
449 - fixed bug with leaving tube while placing dynamite
450 - fixed bug with explosion of smashed penguins
451 - allow Murphy player graphic in levels with non-Supaplex elements
455 * I have forgotten to document changes for some time
458 * pre-release version 2.2.0rc1 released
461 * version number set to 2.1.2
464 * version 2.1.1 released
467 * version number set to 2.1.1
470 * version 2.1.0 released
473 * version number set to 2.1.0
475 2002-04-03 to 2002-05-19 (various source files)
476 * graphics, sounds and music now fully configurable
477 * bug fixed that prevented walking through tubes when gravity on
479 2002-04-02 src/events.c, src/editor.c
480 * Make Escape key less aggressive when playing or when editing level.
481 This can be configured as an option in the setup menu. (Default is
482 "less aggressive" which means "ask user if something can be lost"
483 when pressing the Escape key.)
485 2002-04-02 src/screen.c
486 * Added "graphics setup" screen.
488 2002-04-01 src/screen.c
489 * Changed "choose level" setup screen stuff to be more generic (to
490 make it easier to add more "choose from generic tree" setup screens).
492 2002-04-01 src/config.c, src/timestamp.h
493 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
494 automatically gets created by "src/Makefile" and contains an actual
495 compile-time timestamp to identify development versions of the game).
497 2002-03-31 src/tape.c, src/events.c
498 * Added quick game/tape save/load functions to tape stuff which can be
499 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
500 loads previously recorded tape and directly goes into recording mode
501 from the end of the tape (therefore appending to the tape).
503 2002-03-31 src/tape.c
504 * Added "index mark" function to tape recorder. When playing or
505 recording, "eject" button changes to "index" button. Setting index
506 mark is not yet implemented, but pressing index button when playing
507 allows very quick advancing to end of tape (when normal playing),
508 very fast forward mode (when playing with normal fast forward) or
509 very fast reaching of "pause before end of tape" (when playing with
510 "pause before end" playing mode).
512 2002-03-30 src/cartoons.c
513 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
515 2002-03-29 src/screen.c
516 * Changed setup screen stuff to be more generic (to make it easier
517 to add more setup screens).
519 2002-03-23 src/main.c, src/main.h
520 * Various changes due to the introduction of the new libgame files
521 "setup.c" and "joystick.c".
523 2002-03-23 src/files.c
524 * Generic parts of "src/files.c" (mainly setup and level directory
525 stuff) moved to new libgame file "src/libgame/setup.c".
527 2002-03-23 src/joystick.c
528 * File "src/joystick.c" moved to libgame source tree, with
529 correspondig changes.
531 2002-03-22 src/screens.c
532 * "HandleChooseLevel()": Another bug in level series navigation fixed.
533 (Wrong level series information displayed when entering main group.)
535 2002-03-22 src/editor.c
536 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
538 2002-03-22 src/editor.c
539 * Changed behaviour of "Escape" key in level editor to be more
540 intuitive: When in "Element Properties" or "Level Info" mode,
541 return to "Drawing Mode" instead of leaving the level editor.
543 2002-03-21 src/game.c, src/editor.c, src/files.c
544 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
545 gems (emeralds, diamonds, ...) slipping down from normal wall,
546 steel wall and growing wall (as in E.M.C. style levels). Although
547 the behaviour of contributed and private levels wasn't changed (due
548 to the use of "level.game_version"; see previous entry), editing
549 those levels will (of course) change the behaviour accordingly.
551 This change seems a bit too hard after thinking about it, because
552 the EM style behaviour is not the "expected" behaviour (gems would
553 normally only slip down from "rounded" walls). Therefore this was
554 now changed to an element property for gem style elements, with the
555 default setting "off" (which means: no special EM style behaviour).
556 To fix older converted levels, this flag is set to "on" for pre-2.0
557 levels that are neither contributed nor private levels.
559 2002-03-20 src/files.h
560 * Corrected settings for "level.game_version" depending of level type.
561 (Contributed and private levels always get played with game engine
562 version they were created with, while converted levels always get
563 played with the most recent version of the game engine, to let new
564 corrections of the emulation behaviour take effect.)
566 2002-03-20 src/main.h
567 * Added "#include <time.h>". This seems to be needed by "tape.c" for
568 compiling the SDL version on some systems.
569 Thanks to the several people who pointed this out.
572 * Version number set to 2.0.2.
575 * Version 2.0.1 released.
577 2002-03-18 src/screens.c
578 * "HandleChooseLevel()": Small bug in level series navigation fixed.
580 2002-03-18 src/files.c [src/libgame/misc.c]
581 * Moved some common functions from src/files.c to src/libgame/misc.c.
583 2002-03-18 src/files.c [src/libgame/misc.c]
584 * Changed permissions for new directories and saved files (especially
585 score files) according to suggestions of Debian users and mantainers.
586 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
588 2002-03-17 src/files.c
589 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
590 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
591 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
592 for levels and "TAPE" for tapes). Old "cookie" style format is
593 still supported for reading. New level and tape files are written
596 * New IFF chunk "VERS" contains version numbers for file and game
597 (where "game version" is the version of the program that wrote the
598 file, and "file version" is a version number to distinguish files
599 with different format, for example after adding new features).
601 2002-03-15 src/screen.c
602 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
603 (Before, you heard a mixture of the in-game music and the
606 2002-03-14 src/events.c
607 * Function "DumpTape()" (files.c) now available by pressing 't' from
608 main menu (when in DEBUG mode).
610 2002-03-14 src/game.c
611 * "GameWon()": When game was won playing a tape, now there is no delay
612 raising the score and no corresponding sound is played.
614 2002-03-14 src/files.c
615 * Changed "LoadTape()" for real chunk support and also adjusted
616 "SaveTape()" accordingly.
618 2002-03-14 src/game.c, src/tape.c, src/files.c
619 * Important changes to tape format: The old tape format stored all
620 actions with a real effect with a corresponding delay between the
621 stored actions. This had some major disadvantages (for example,
622 push delays had to be ignored, pressing a button for some seconds
623 mutated to several single button presses because of the non-action
624 delays between two action frames etc.). The new tape format just
625 stupidly records all device actions and replays them later. I really
626 don't know why I haven't solved it that way before?! Old-style tapes
627 (with tape file version less than 2.0) get converted to the new
628 format on-the-fly when loading and can therefore still be played;
629 only some minor parts of the old-style tape handling code was needed.
630 (A perfect conversion is not possible, because there is information
631 missing about the device actions between two action frames.)
633 2002-03-14 src/files.c
634 * New function "DumpTape()" to dump the contents of the current tape
635 in a human readable format.
637 2002-03-14 src/game.c
638 * Small tape bug fixed: When automatically advancing to next level
639 after a game was won, the tape from the previous level still was
640 loaded as a tape for the new level.
642 2002-03-14 src/tape.c
643 * Small graphical bug fixed: When pressing ""Record" or "Play" on
644 tape, cartoons did not get completely removed because
645 StopAnimation() was not called.
647 2002-03-13 src/files.c
648 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
649 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
650 size even when using 16-bit elements). Added new chunk "CNT2" for
651 16-bit amoeba content (previously written in 8-bit field in "HEAD"
652 chunk even when content was 16-bit element). "CNT2" should now be
653 able to store content for arbitrary elements (up to eight blocks of
654 3 x 3 element arrays). All "CNT2" elements will always be stored as
655 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
657 2002-03-13 src/files.c
658 * Changed "LoadLevel()" for real chunk support.
660 2002-03-12 src/game.c
661 * Fixed problem (introduced after 2.0.0 release) with penguins
662 not getting killed by enemies
664 2002-02-24 src/game.c, src/main.h
665 * Added "player->is_moving"; now "player->last_move_dir" does
666 not contain any information if the player is just moving at
668 Before, "player->last_move_dir" was misused for this purpose
669 for the robot stuff (robots don't kill players when they are
670 moving). But setting "player->last_move_dir" to MV_NO_MOVING
671 broke tapes when walking through pipes!
672 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
673 in a continuous movement. This fact is ignored for friends and