2 * first classic Supaplex level running and solved by solution/demo tape
5 * started with integration of native Supaplex engine, using source code
6 of Megaplex from Frank Schindler, based on original Supaplex engine
9 * version number set to 3.2.6.2
12 * version 3.2.6.1 released
15 * fixed bug with element_info[e].gfx_element not being initialized in
16 early game stage, causing native graphics in EMC level sets to be
17 mapped completely to EL_EMPTY (causing a blank screen when playing)
18 (this only happened when starting the program with an EMC set with
19 native graphics, but not when switching to such a set at runtime)
22 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
23 and using self-compiled, patched SDL.dll that solves this problem
24 (interim solution until release of SDL 1.2.14 that should fix this)
27 * extended backwards compatibility mode to allow already fixed bug with
28 change actions (see "2008-02-05") for existing levels (especially the
29 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
32 * reactivated workaround to prevent program crashes due to blitting to
33 the same SDL surface that apparently only occurs on Windows systems
34 (this is no final solution; this problem needs further investigation)
37 * version number set to 3.2.6.1
40 * version 3.2.6.0 released
43 * fixed behaviour of player option "no centering when relocating" which
44 was incorrect when disabled and relocation target inside visible area
45 and "no scrolling when relocating" enabled at the same time
48 * fixed problems with re-mapping players on playfield to input devices:
49 previously, players found on the level playfield were changed to the
50 players connected to input devices (for example, player 3 in the level
51 was changed to player 1 (using artwork of player 3, to be able to use
52 a player with a different color)); this had the disadvantage that CE
53 conditions using player elements did not work (because the players in
54 the level definition are different to those effectively used in-game);
55 the new system uses the same player elements as defined in the level
56 playfield and re-maps the input devices of connected players to the
57 corresponding player elements when playing the level (in the above
58 example, player 3 now really exists in the game and is moved using the
59 events from input device 1); level tapes still store the events from
60 input devices 1 to 4, which are then re-mapped to players accordingly
61 when re-playing the tape (just as it is done when playing the level)
64 * fixed bug with player relocation while the player switches an element
67 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
68 not walkable (and did not let the player enter) when in process of
69 opening, but not fully open yet (which can cause the player not being
70 able to enter the exit in EM/DC style levels in time)
73 * fixed some bugs regarding the new level/CE random seed reset options
76 * moved "level settings" and "editor settings" to two tabbed screens in
77 level editor to gain space for additional level property settings
78 * added level setting to start a level with always the same random seed
79 * added CE action "set random seed" to re-initialize random seed in game
80 (this is the only CE action that gets executed before the CE changes,
81 which is needed to use the newly set random seed during the CE change)
84 * fixed redraw problem of special editor door when playing from editor
87 * fixed initialization of gfx_element for level sketch image creation
90 * added switch for EM style dynamite "[ ] explodes with chain reaction"
91 (with default set to "on" for existing levels, but "off" for all new
92 levels), as EM style dynamite does not chain-explode in original EM
95 * added optional initial inventory for players (pre-collected elements)
96 * added change page actions "set player inventory" and "set CE artwork"
97 * added recognition of "player" parameter on change pages when player
98 actions are defined, but no trigger player in corresponding condition
99 (this resulted in actions that only affected the first player before)
100 * fixed bug with change actions being executed for newly created custom
101 elements resulting from custom element changes, when the intention was
102 only to check for change actions for the previous custom element
105 * changed design and size of element drawing area in level editor
106 * added "element used as action parameter" to element change actions
109 * added possibility to reanimate player immediately after his death
110 (for example, by "change to <player> when explosion of <player>")
113 * fixed bug with "gray" white door not being uncovered by magnifier
114 * added score for collecting (any) key to the white key config page
117 * added condition "deadly when <getting hit by>" for custom elements
118 that behaves a bit like the existing "deadly when <colliding with>",
119 but with the following differences:
120 - it only kills players or friends when it was moving before it hits
121 - it does not kill players or friends that try to run into it
124 * fixed the following change conditions where a player element is used
125 as the "element that is triggering the custom element change":
128 - explosion of <element>
130 (the last two conditions already worked partially, but only for the
131 first player, and not for the "Murphy" player when using "move of")
134 * fixed crash bug caused by accessing invalid element (with value -1)
135 in UpdateGameControlValues()
136 * fixed graphical bug when using two-tile movement animations with EMC
137 game engine without explicitly using native EMC graphics engine
140 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
141 try to push something (due to push delay) does not cause a dig action
144 * fixed bug with reference elements used as trigger elements on custom
145 element change pages not being recognized
146 * fixed bug with reference elements not being removed from the playfield
147 * added engine functionality that allows custom elements that "can dig"
148 other elements not only to do so when moving by themselves, but also
149 when being pushed by the player (therefore adding the functionality to
150 push one element over another element, replacing it with the new one)
153 * added command line function to write level sketch images to directory
156 * merged override and auto-override options into new override options
157 with a new data type than can take the values "no", "yes" and "auto"
160 * fixed growing steel wall to also leave behind steel wall instead of
161 normal, destructible wall
162 * fixed handling of rocks falling through stacks of quicksand with
163 different speed (before, the rocks just got stuck in the quicksand)
166 * fixed nasty bug with auto-override and normal override not working on
167 program startup (especially when current level set has custom artwork)
170 * version 3.2.5 released as special edition "R'n'D jue"
173 * fixed X11 crash bug when blitting masked title screens over background
176 * changed build system to support special editions (like "R'n'D jue")
177 * added (hardcoded) loading graphics for "R'n'D jue" special edition
178 * fixed X11 crash bug when scaling images with width/height less than 32
181 * added "background.PLAYING" (only visible as two-pixel border in game)
182 * added default level set for first start of special R'n'D version
183 * changed door animations for editor always behaving like "quick doors"
186 * added new custom artwork setup option "auto-override non-CE sets" for
187 automatic artwork override that is only used for level sets without
188 custom element artwork (as it does not make much sense to override
189 any artwork that redefines custom element artwork for sets using CEs)
190 * fixed default artwork for "special" R'n'D versions always using the
191 "classic" artwork as the base if base artwork is not explicitly
192 defined in "levelinfo.conf", regardless of different default artwork
193 used by the special R'n'D version -- this is needed because any such
194 custom artwork is designed using the "classic" artwork definitions as
195 the base (including menu definitions and screen positions etc., which
196 would otherwise be taken from the different special default artwork)
199 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
200 for both EMC and R'n'D graphics engine (heavy workarounds needed due
201 to massively broken handling of quicksand in R'n'D game engine)
202 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
203 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
206 * fixed small bug in toon drawing (introduced when fixing the crash bug)
209 * added graphics definition "game.panel.highscore" to display the
210 current levels current high score in the game panel
213 * version number set to 3.2.5
216 * version 3.2.4 released
219 * fixed crash bug in toon drawing functions for large step offset values
222 * fixed some problems with displaying game panel when quick-loading tape
225 * fixed (experimental only) redrawing of every tile per frame (even if
226 unneeded) for the extended (R'n'D based) EMC graphics engine
227 * added optimization to only calculate element count for panel display
228 if really needed (that is, if element count values defined on panel)
229 * fixed problem with special editor door redraw when entering main menu
232 * fixed bug with displaying background for title messages on info screen
233 * some code cleanup for the extended (R'n'D based) EMC graphics engine
236 * fixed bug with CE action "move player" always resulting in player 4
237 if there was a CE action with no trigger player (because the player
238 element was calculated by using log_2() from trigger player bits with
239 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
240 triggering player bit mask and handling all players in "move player"
241 * fixed bug when defined artwork cannot be found for artwork that has
242 default artwork cloned from other artwork (without default filename)
243 * added several fixes to the extended (R'n'D based) EMC graphics engine
246 * fixed broken editor copy and paste for custom elements between levels
249 * title messages are now also searched in graphics artwork directory;
250 those found in graphics directory have precendence over those found
251 in level directory -- this handles title messages stored in graphics
252 directories as part of the artwork set, just like title images; this
253 makes sense, as corresponding special font definitions for messages
254 are usually defined in the same graphics artwork directory, and also
255 because title images and title messages that are combined in a level
256 set introduction should usually not be separated when the level set
257 is used with a different artwork set (e.g. using "override graphics")
258 * fixed problem with door borders on main screen by first drawing doors
259 and then the corresponding border masks, but not vice versa
260 * fixed problem with artwork config entries using the value "[DEFAULT]";
261 this does not what one might expect, but sets the value to an invalid
262 value -- solution: simply ignore such entries, which results in this
263 value keeping its previous (real) default value (in general, entries
264 that should use their default value should just not be defined here)
265 * fixed problem with wrong fading area size from main menu to setup menu
268 * fixed problem with broken crumbled graphics after level set changes
269 when using R'n'D custom artwork with level sets using the EMC engine
272 * fixed invisible "joysticks deactivated ..." text on setup input screen
275 * added use of hashes created from static lists (element tokens, image
276 config, font tokens) to speed up lookup of configuration parameters
277 * fixed bug where element and graphic config token lookup was mixed up
280 * added "busy" animation when initializing program and loading artwork
281 * added initialization profiling for program startup (debugging only)
284 * fixed(?) very strange bug apparently triggered by memset() when code
285 was cross-compiled with MinGW cross-compiler for Windows XP platform
286 (this only happened when using SDL.dll also self-compiled with MinGW)
289 * added graphics engine directive "border.draw_masked_when_fading" that
290 enables/disables drawing of border mask over screen that is just faded
293 * fixed small problem with separate fading definition for game screen
296 * added additional configuration directives for setup screen draw offset
297 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
298 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
299 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
300 used to define draw offset on custom artwork selection screens and
301 "CHOOSE_OTHER" is used on all other list style selection screens, like
302 choosing game speed or screen mode for fullscreen mode)
303 * added additional configuration directives to define main menu buttons:
304 - menu.button_name and menu.button_name.active
305 - menu.button_levels and menu.button_levels.active
306 - menu.button_scores and menu.button_scores.active
307 - menu.button_editor and menu.button_editor.active
308 - menu.button_info and menu.button_info.active
309 - menu.button_game and menu.button_game.active
310 - menu.button_setup and menu.button_setup.active
311 - menu.button_quit and menu.button_quit.active
312 * added eight pure decoration graphic definitions for the game panel
315 * added support for accessing native Diamond Caves II level packages
316 * fixed displaying of game panel values for Emerald Mine game engine
317 * fixed displaying end-of-level time and score values on new game panel
320 * added game panel control to display arbitrary elements on game panel
321 * added game panel control to display custom element score (globally
322 unique for identical custom elements) either as value or as element
323 * added ".draw_masked" and ".draw_order" to game panel control drawing
326 * fixed some general bugs with handling of ".active" elements and fonts
329 * cleanup of game panel elements (some elements were not really needed)
330 * added displaying of gravity state (on/off) as new game panel control
331 * added animation for game panel elements (similar to game elements)
334 * added new pseudo game mode "PANEL" to define panel fonts and graphics
335 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
336 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
337 (else graphics would have to use ".PLAYING", which would be confusing)
338 * fixed bug when fading out to game screen with border mask defined
341 * added attribute ".tile_size" for element style game panel controls
344 * added <space> key as additional valid key to use for confirm requester
347 * improved menu fading, adding separate fading definitions for entering
348 and leaving a "content" screen (in general), and optional definitions
349 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
352 * added (currently invisible) setup option to define scroll delay value
353 * fixed small bug in priority handling when auto-detecting level start
354 position in levels without player element (but player from CE etc.)
355 * added option "game.forced_scroll_delay_value" to override user choice
356 of scroll delay value for certain level sets with "graphicsinfo.conf"
357 * replaced setup option "scroll delay: on/off" by new setup option that
358 directly allows selecting the desired scroll delay value from 0 to 8
361 * added displaying of most game panel control elements (not animated)
364 * added new configuration directives to display additional game engine
365 values on the game control panel, like the following examples:
366 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
367 - game.panel.penguins - number of penguins to rescue
368 - game.panel.level_name - level name of current level
371 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
374 * added new player option "no centering when relocating" for "invisible"
375 teleportations to level areas that look exactly the same, giving the
376 illusion that the player did not relocate at all (this was the default
377 since 3.2.3, but caused visual problems with room creation in "Zelda")
378 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
381 * improved menu fading, adding separate fading definitions for entering
382 and leaving a menu and for fading between menu and "content" screens
383 * fixed small bug with recognizing also ".font_xyz" style definitions
386 * improved menu fading, adding separate fading definitions for fading
387 between menu screens and fading between menu and "destination" screens
390 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
391 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
392 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
393 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
395 * improved title fading, allowing fading animation types "none", "fade"
396 and "crossfade" (including cross-fading of last title to main menu)
399 * added configurability of graphics, sounds and music for title screens,
400 which are separated into initial title screens (only shown once at
401 program startup) and title screens shown for a given level set; these
402 title screens can be composed of up to five title images and up to
403 five title text messages (each drawn using an optional background
404 image), also using background music and/or sounds; aspects like
405 background images, sounds and music of title screens can either be
406 defined generally (valid for all title screens) or specifically (and
407 therefore differently for each title screen) using these directives:
409 to define a background image, sound or music file for all screens:
410 - background.TITLE_INITIAL (for all title screens for game startup)
411 - background.TITLE (for all title screens for level sets)
413 to define a background image, sound or music file for a single screen:
414 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
415 - background.titlescreen_x (with x in 1,2,3,4,5)
416 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
417 - background.titlemessage_x (with x in 1,2,3,4,5)
419 to define the title screen images:
420 - titlescreen_initial_x (with x in 1,2,3,4,5)
421 - titlescreen_x (with x in 1,2,3,4,5)
423 to define the title text messages, place text files into the level set
424 directory that have the following file names:
425 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
426 - titlemessage_x.txt (with x in 1,2,3,4,5)
428 to define the properties of the text messages, either use directives
429 that affect all text messages:
430 - [titlemessage_initial].<suffix>
431 - [titlemessage].<suffix>
432 or use directives that affect single text messages:
433 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
434 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
436 valid values for <suffix> are the same as for readme.<suffix> below;
437 use ".sort_priority" (default: 0) to define an arbitrary order for
438 title images and title messages (which can therefore be mixed)
441 * added full configurability of "readme.txt" screen appearance:
442 - readme.x: <left position used with alignment>
443 - readme.y: <top position>
444 - readme.width: <maximim text width in pixels>
445 - readme.height: <maximum text height in pixels>
446 - readme.chars: <maximum number of chars per line>
447 - readme.lines: <maximum number of lines displayed>
448 - readme.align: left,center,right (default: center)
449 - readme.top: top,middle,bottom (default: top)
450 - readme.font: font name
451 - readme.autowrap: true,false (default: true)
452 - readme.centered: true,false (default: false)
453 - readme.parse_comments: true,false (default: true)
454 - readme.sort_priority: (not used here, but only for title screens)
455 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
456 default), they are automatically determined from "readme.width" and
457 "readme.height" accordingly; when they are not "-1", they have
458 precedence over "readme.width" and "readme.height"
459 * added internal ad-hoc config settings for displaying text files like
460 title messages or "readme.txt" style level set info files:
461 - .font: font name (default: readme.font)
462 - .autowrap: true,false (default: readme.autowrap)
463 - .centered: true,false (default: readme.centered)
464 - .parse_comments: true,false (default: readme.parse_comments)
465 (the leading '.' and the separating ':' are mandatory here); to use
466 these ad-hoc settings, they have to be written inside a comment, like
467 "# .autowrap: false" or "# .centered: true"; these settings then
468 override the above global settings (they can even be used more than
469 once, like "# .centered: true", then some text that should be drawn
470 centered, then "# .centered: false" to go back to non-centered text;
471 important note: after using "# .parse_comments: false", or when using
472 "readme.parse_comments: false", detecting and parsing comments inside
473 the file is disabled and comments are just printed like normal text;
474 also be aware that all automatic text size calculations are done with
475 the font defined in "readme.font", while using different fonts using
476 "# .font: <font>" inside the text file may cause unexpected results
479 * changed some numerical limits in the level editor from 255 to 999
482 * added option "system.sdl_videodriver" to select SDL video driver
483 * added output of SDL video and audio driver to "version info" page
486 * added group element drawing to IntelliDraw drawing functions
487 * fixed animation resetting problem again (last try broke Snake Bite)
488 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
491 * added new (special) "include: <filename>" directive that works in all
492 configuration files (like "graphicsinfo.conf") and that has the same
493 effect as if that directive would be replaced with the content of the
494 specified file (this can be useful to split large configuration files
495 into several smaller ones and include them from one main file, or to
496 store configuration settings that always stay the same into a separate
497 file, while including it and only add those parts that really change)
500 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
503 * fixed bug in "InitMovingField()" where treating an integer array as
504 boolean caused wrong resetting of animations while elements are moving
505 * fixed problem with resetting animations when starting element change
508 * added sort priority for order of title screens and title messages
511 * changed end of game again: do not wait for the user to press a key
512 anymore, but directly ask/confirm tape saving and go to hall of fame
513 * re-enabled quitting of lost game by pressing space or return again
514 * added blanking of mouse pointer when displaying title screens
515 * added remaining menu draw offset definitions for info sub-screens
518 * added setup option to select game speed (from very slow to very fast)
519 * improved handling of title text messages (initial and for level set)
522 * added new options "auto-wrap" and "centered" for DC2 style envelopes
525 * fixed displaying and typing of player name when it is centered
526 * added special characters to be allowed for player name (not only A-Z)
529 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
530 (newer versions of the SDL library seem to not like this anymore)
533 * added code for configuration directives for control of game panel
536 * fixed small cosmetical bug with underlining property tabs in editor
539 * fixed small drawing bug in X11FadeRectangle
540 * added new elements for newly supported Diamond Caves II levels:
541 - EM/DC style exits that disappear after passing
542 - white key and gate (one white key needed for each white gate)
543 - fake gate (there is no key to open/pass this kind of gate!)
544 - extended magic wall which also handles pearls and crystals
548 * changed maximum value for endless loop detection to a higher value
549 (some levels really used very deep recursion without being endless)
552 * added new elements for newly supported Diamond Caves II levels:
553 - growing steel walls
554 - snappable land mine
557 * added new elements for newly supported Diamond Caves II levels:
558 - steel text elements
561 * added level file loader for native Diamond Caves II levels
564 * version number set to 3.2.4
567 * version 3.2.3 released
570 * fixed malloc/free bug when updating EMC artwork entries in level list
571 * added workaround (warning and request to quit the current game) when
572 changing elements cause endless recursion loop (which would otherwise
573 freeze the game, causing a crash-like program exit on some systems)
576 * fixed nasty string overflow bug when entering too long envelope text
579 * added feedback sounds for menu navigation "menu.item.activating" and
580 "menu.item.selecting" (for highlighting and executing menu entries)
583 * improved "no scrolling when relocating" to also consider scroll delay
584 (meaning that the player is not automatically centered in this case;
585 this makes it possible to "invisibly" relocate the player to a region
586 of the level playfield which looks the same as the old level region)
587 * fixed bug with not recognizing "main.input.name.align" when active
590 * fixed bug with displaying masked borders over title screens when
591 screen fading is disabled
594 * fixed infinite loop / crash bug when killing the player while having
595 a CE with the setting "kill player X when explosion of <player X>"
596 * added special editor graphic for "char_space" to distinguish it from
597 "empty_space" when editing a level (in-game graphics still the same)
600 * fixed nasty bug with initialization only done for the first player
603 * small change to handle loading empty element/content list micro chunks
606 * uploaded pre-release (test) version 3.2.3-0 binary and source code
609 * some optimizations on startup speed by reducing initial text output
612 * added caching of custom artwork information for faster startup times
615 * fixed graphical bug when using fewer menu entries on level selection
616 screen than usual (with "menu.list_size.LEVELS" directive)
617 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
618 the backbuffer to the backbuffer by error (with identical rectangle)
621 * fixed bug when displaying titlescreen with size less than element tile
622 * fixed bug that caused elements with "change when digging <e>" event
623 to change for _every_ digged element, not only those specified in <e>
624 * fixed bug that caused impact style collision when dropping element one
625 tile over the player that can both fall down and smash players
626 * fixed bug that caused impact style collision when element changed to
627 falling/smashing element over the player immediately after movement
630 * fixed bug that allowed making engine snapshots from the level editor
633 * fixed bugs with player name and current level positions on main screen
636 * added configuration directives for control of title screens:
637 - "title.fade_delay" for fading time
638 - "title.post_delay" for pause between screens (when not crossfading)
639 - "title.auto_delay" to automatically continue after some time
640 these settings can each be overridden by specifying them with titles:
641 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
642 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
643 fading mode can also be specified:
644 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
645 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
646 default is using normal fading for menues and initial title screens,
647 while using cross-fading for level set title screens
648 * fixed bug with background not drawn in Hall of Fame after game was won
651 * added configuration directives for the remaining main menu items
654 * added additional configuration directives for info screen draw offset:
655 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
656 * added additional configuration directives for preview info text
657 * limited mouse wheel sensitive screen area to scrollable screen area
660 * added highlighted menu text entries to menu navigation when selected
663 * fixed bug that prevented player from correctly being created in the
664 top left corner by a custom element change in a level without player
665 * fixed bug that prevented player from being killed when indestructible,
666 non-walkable element is placed on player position by extended change
667 * added configurable menu button, text and input positions to main menu
670 * added page fading effects for remaining info sub-screens
671 * fixed small bug that caused some delays when answering door request
674 * added directives "border.draw_masked.*" for menu/playfield area and
675 door areas to display overlapping/masked borders from "global.border"
678 * fixed bug with CE with move speed "not moving" not being animated
679 * when changing player artwork by CE action, reset animation frame
682 * fixed bug with not unmapping main menu screen gadgets on other screens
683 * fixed bug with un-pausing a paused game by releasing still pressed key
684 * fixed bug with not redrawing screen when toggling to/from fullscreen
685 mode while fast reloading tape (without redrawing playfield contents)
686 * fixed bug with quick-saving tape snapshot despite answering with "no"
689 * version number set to 3.2.3
692 * version 3.2.2 released
695 * fixed bug with redrawing screen in fullscreen mode after quick tape
696 reloading when using the EMC game engine
697 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
700 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
703 * added engine snapshot functionality for instant tape reloading (this
704 only works for the last tape saved using "quick save", and does not
705 work across program restarts, because it completely works in memory)
708 * version number set to 3.2.2
711 * version 3.2.1 released
714 * fixed nasty bugs with handling error message file on Mac OS X systems
717 * general code cleanup (removing many annoying "#if 0" blocks etc.)
720 * fixed bug that caused broken tapes when manually appending to tapes
721 using the "pause before death" functionality, followed by recording
722 * added setup option to disable fading of screens for faster testing
725 * code cleanup of new fading functions
728 * changed behaviour after solved game -- do not immediately stop engine
729 * added some more smooth screen fadings (game start, hall of fame etc.)
732 * fixed bug with displaying pushed CE with value/score/delay anim_mode
735 * added configurable level preview position, tile size and dimensions
736 * added configurable game panel value positions (gems, time, score etc.)
739 * fixed small bug with time displayed incorrectly when collecting CEs
742 * fixed bug with bumpy scrolling with EM engine in double player mode
745 * added compatibility code to fix "Snake Bite" style levels that were
746 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
749 * fixed bug with scrollbars inside editor when using the Windows mouse
750 enhancement tool "True X-Mouse" (which injects key events to the event
751 queue to insert selected stuff into the Windows clipboard, which gets
752 confused with the "Insert" key for jumping to the last editor cascade
753 block in the element list)
754 * added Rocks'n'Diamonds icon for use as window icon to SDL version
755 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
758 * added selection of preferred fullscreen mode to setup / graphics menu
759 (useful if default mode 800 x 600 does not match screen aspect ratio)
762 * improved down-scaling of images for better editor and preview graphics
763 * changed user data directory for Mac OS X from Unix style to new place
766 * improved level number selection in main menu and player selection in
767 setup menu (input devices section) by using standard button gadgets
768 * added support for mouse scroll wheel (caused buggy behaviour before)
769 * added support for scrolling horizontal scrollbars with mouse wheel by
770 holding "Shift" key pressed while scrolling the wheel
771 * added support for single step mouse wheel scrolling by holding "Alt"
772 key pressed while scrolling the wheel (can be combined with "Shift")
773 * changed output file "stderr.txt" on Windows platform now always to be
774 created in the R'n'D sub-directory of the personal documents directory
775 * added Windows message box to direct to "stderr.txt" after error aborts
778 * improved general scrollbar handling (when jump-scrolling scrollbars)
781 * changed scrollbars to always show last line as first after scrolling
782 (that means jumping n - 1 screen lines instead of n screen lines)
785 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
786 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
787 * fixed special handling of vertically stacked acid becoming fake acid
790 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
791 affect multiple instances of the same CE, although this kind of
792 change condition usually only affects one single custom element
795 * version number set to 3.2.1
798 * version 3.2.0 released
801 * reorganized level editor element list a bit to match engines better
804 * fixed newly introduced bug with wrongly initializing clipboard element
807 * fixed bug with displaying visible/invisible level border in editor
810 * reorganized some elements in the level editor element list
813 * fixed bug with displaying any player as "yellow" when moving into acid
814 * fixed bug with displaying running player when player stopped at border
817 * fixed bug with player exploding when moving into acid
818 * fixed bug with level settings being reset in editor and when playing
819 (some compatibility settings being set not only after level loading)
820 * fixed crash bug when number of custom graphic frames was set to zero
821 * fixed bug with teleporting player on walkable tile not working anymore
822 * added partial compatibility support for pre-release-only "CONF" chunk
823 (to make Alan Bond's "color cycle" demo work again :-) )
826 * fixed some bugs when displaying title screens from info screen menu
827 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
830 * changed file major version to 3 to reflect level file format changes
831 * uploaded pre-release (test) version 3.2.0-8 binary and source code
834 * added new chunk "NAME" to level file format for level name settings
835 * added new chunk "NOTE" to level file format for envelope settings
836 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
837 * updated magic(5) file to recognize changed and new level file chunks
838 * removed change events "change when CE value/score changes" as unneeded
841 * changed gravity (which only affects the player) from level property
842 to player property (only makes a difference in multi-player levels)
843 * added change events "change when CE value/score changes"
844 * added change events "change when CE value/score changes of <element>"
847 * added new chunk "INFO" to level file format for global level settings
848 * added all element settings from "HEAD" chunk to "CONF" chunk
849 * added all global level settings from "HEAD" chunk to "INFO" chunk
852 * changed level file format by adding two new chunks "CUSX" (for custom
853 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
854 elements, replacing the previous "GRP1" chunk); these new IFF style
855 chunks use the new and flexible "micro chunks inside chunks" technique
856 already used with the new "CONF" chunk (for normal element properties)
857 which makes it possible to easily extend the existing level format
858 (instead of using fixed-length chunks like before, which are either
859 too big due to reserved bytes for future use, or too small when those
860 reserved bytes have all been used and even more data should be stored,
861 requiring the replacement by new and larger chunks just like it went
862 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
865 * added credits pages to the "credits" section that were really missing
866 * added some missing element descriptions to the level editor
867 * added down position of switchgate switch to the level editor
868 and allowed the use of both switch positions at the same time
869 * changed use of "Insert" and "Delete" keys to navigate element list in
870 level editor to start of previous or next cascading block of elements
873 * added the possibility to view the title screen to the info screen menu
874 * fixed some minor bugs with viewing title screens
877 * fixed bug with title (cross)fading in/out when using fullscreen mode
880 * fixed bug that forced re-defining of menu settings in local graphics
881 config file which are already defined in existing base config file
882 * fixed small bug that caused door sounds playing when music is enabled
885 * added the possibility to define up to five title screens for each
886 level set that are displayed after loading using (cross)fading in/out
887 (this was added to display the various start images of the EMC sets)
890 * added "CE score gets zero [of]" to custom element trigger conditions
891 * added setup option to display element token name in level editor
894 * added compatibility code for Juergen Bonhagen's menu artwork settings
897 * fixed bug with displaying wrong animation frame 0 after CE changes
898 * fixed bug with creating invisible elements when light switch is on
901 * added selection between ECS and AGA graphics for EMC levels to setup
904 * adjusted font handling for various narrow EMC style fonts
907 * changed EM engine behaviour back to re-allow initial rolling springs
910 * fixed handling of over-large selectboxes (less error-prone now)
911 * fixed bug when creating GE with walkable element under the player
914 * added use of "Insert" and "Delete" keys to navigate element list in
915 level editor to start of custom elements or start of group elements
916 * added virtual elements to access CE value and CE score of elements:
917 - "CE value of triggering element"
918 - "CE score of triggering element"
919 - "CE value of current element"
920 - "CE score of current element"
923 * fixed "grass" to "sand" in older EM levels (up to file version V4)
926 * changed behaviour of network games with internal errors (because of
927 different client frame counters) from immediately terminating R'n'D
928 to displaying an error message requester and stopping only the game
929 (also to prevent impression of crashes under non command-line runs)
930 * fixed playing network games with the EMC engine (did not work before)
931 * fixed bug with not scrolling the screen in multi-player mode with the
932 focus on player 1 when all players are moving in different directions
933 * fixed bug with keeping pointer to gadget even after its deallocation
934 * fixed bug with allowing "focus on all players" in network games
935 * fixed bug with player focus when playing tapes from network games
938 * uploaded pre-release (test) version 3.2.0-7 binary and source code
941 * code cleanup for game action control for R'n'D and EMC game engine
944 * fixed bug in multi-player movement with focus on both players
945 * added option to control only the focussed player with all input
948 * added player focus switching to level tape recording and re-playing
951 * fixed some bugs in player focus switching in EMC and RND game engine
954 * added special Supaplex animations for Murphy digging and snapping
955 * added special Supaplex animations for Murphy being bored and sleeping
958 * added four new yam yams with explicit start direction for EMC engine
959 * fixed bug in src/libgame/text.c with printing text outside the window
962 * fixed small bug in EMC level loader (copyright sign in EM II levels)
965 * added delayed ignition of EM style dynamite when used in R'n'D engine
966 * added limited movement range to EMC engine when focus on all players
969 * fixed bug with missing (zero) score values for native Supaplex levels
972 * added "continuous snapping" (snapping many elements while holding the
973 snap key pressed, without releasing the snap key after each element)
974 as a new player setting for more compatibility with the classic games
977 * finished scrolling for "focus on all players" in EMC graphics engine
980 * level sets with "levels: 0" are ignored for levels, but not artwork
981 * fixed bug when scanning empty level group directories (endless loop)
984 * fixed bug with explosion graphic for player using "Murphy" graphic
985 * fixed bug with explosion graphic if player leaves explosion in time
986 * changed some descriptive text in setup menu to use medium-width font
987 * added key shortcut settings for switching player focus to setup menu
990 * fixed bug with random value initialization when recording tapes
991 * fixed bug with playing single player tapes when team mode activated
994 * fixed little bug when trying to switch to player that does not exist
997 * added player switching (visual and quick) to R'n'D and EM game engine
998 * added setup option to select visual or quick in-game player switching
1001 * added use of "Home" and "End" keys to handle element list in editor
1004 * fixed bug with adding score when playing tape with EMC game engine
1005 * added steel wall border for levels using EMC engine without border
1006 * finally fixed delayed scrolling in EMC engine also for small levels
1009 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1012 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1013 * fixed bug when displaying info element without action, but direction
1016 * fixed minor graphical problems with springs smashing and slurping
1017 (when using R'n'D style graphics instead of EMC style graphics)
1020 * added scroll delay (as configured in setup) to EMC graphics engine
1023 * improved screen redraw for EMC graphics engine (faster and smoother)
1024 * when not scrolling, do not redraw the whole playfield if not needed
1027 * added multi-player mode for EMC game engine (with up to four players)
1030 * added android (can clone elements) from EMC engine to R'n'D engine
1033 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1036 * added selectbox for initial player speed to player settings in editor
1039 * version 3.1.2 created that is basically version 3.1.1, but with a
1040 major bug fixed that prevented editing your own private levels
1041 * version 3.1.2 released
1044 * added magic ball (creates elements) from EMC engine to R'n'D engine
1047 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1050 * fixed bug when using "CE can leave behind <trigger element>"
1051 * added new change condition "(after/when) creation of <element>"
1052 * added new change condition "(after/when) digging <element>"
1053 * fixed bug accessing invalid gadget that caused crashes under Windows
1054 * deactivated new possibility for multiple CE changes per frame
1057 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1060 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1061 * fixed bug with not keeping CE value for moving CEs with only action
1062 * changed CE action selectboxes in editor to be only reset when needed
1065 * added option "use artwork from element" for custom player artwork
1066 * added option "use explosion from element" for player explosions
1069 * added cascaded element lists in the level editor
1070 * added persistence for cascaded element lists by "editorcascade.conf"
1071 * added dynamic element list with all elements used in current level
1072 * added possibility for multiple CE changes per frame (experimental)
1075 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1078 * changed "score for each 10 seconds/steps left" to "1 second/step"
1079 * added own score for collecting "extra time" instead of sharing it
1080 * added change events "switched by player" and "player switches <e>"
1081 * added change events "snapped by player" and "player snaps <e>"
1082 * added "set player artwork: <element choice>" to CE action options
1083 * added change event "move of <element>"
1086 * added "set player shield: off / normal / deadly" to CE action options
1087 * added new player option "use level start element" in level editor
1088 to set the correct focus at level start to elements from which the
1089 player is created later (this did not work before for cascaded CE
1090 changes resulting in creation of the player; it is now also possible
1091 to create the player from a yam yam which is smashed at level start)
1094 * added "set player speed: frozen (not moving)" to CE action options
1095 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1098 * added new player option "block snap field" (enabled by default) to
1099 make it possible to show a snapping animation like in Emerald Mine
1102 * added dynamic selectboxes to custom element action settings in editor
1103 * added "CE value" counter for custom elements (instead of "CE count")
1104 * added option to use the last "CE value" after custom element change
1105 * added option to use the "CE value" of other elements in CE actions
1106 * fixed odd behaviour when pressing time orb in levels w/o time limit
1107 * added checkbox "use time orb bug" for older levels that use this bug
1110 * added missing configuration settings for the following elements:
1111 - EL_TIMEGATE_SWITCH (time of open time gate)
1112 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1113 - EL_SHIELD_NORMAL (time of shield duration)
1114 - EL_SHIELD_DEADLY (time of shield duration)
1115 - EL_EXTRA_TIME (time added to level time)
1116 - EL_TIME_ORB_FULL (time added to level time)
1119 * added "wind direction" as a movement pattern for custom elements
1120 * added initial wind direction for balloon / custom elements to editor
1121 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1124 * added parameters for "game of life" and "biomaze" elements to editor
1127 * added level file chunk "CONF" for generic level and element settings
1130 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1133 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1134 * added sound action ".page[1]" to ".page[32]" for each CE change page
1137 * added image config suffix ".clone_from" to copy whole image settings
1138 * fixed bug with invalid ("undefined") CE settings in old level files
1141 * fixed graphical bug with smashing elements falling faster than player
1144 * fixed major bug which prevented private levels from being edited
1145 * fixed bug with precedence of general and special font definitions
1148 * fixed graphical bug with player animation when player moves slowly
1151 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1154 * fixed bug which prevented "global.num_toons: 0" from working
1157 * major code cleanup (removed all these annoying "#if 0" blocks)
1160 * added custom element actions for CE change page in level editor
1163 * fixed music initialization bug in init.c (thanks to David Binderman)
1164 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1165 (this bug must probably be fixed at other places, too)
1168 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1169 (should be '#include <SDL.h>' instead)
1172 * fixed bug which prevented "walkable from no direction" from working
1173 (due to compatibility code overwriting this setting after loading)
1176 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1179 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1180 * version 3.1.1 released
1183 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1184 on 64-bit architecture systems with LP64 data model
1187 * fixed bug with bombs not exploding when hitting the last level line
1188 (introduced after the release of 3.1.0)
1191 * added support for dumping small-sized level sketches from editor
1194 * added recognition of "trigger element" for "change digged element to"
1195 (this is not really what the "trigger element" was made for, but its
1196 use may seem obvious for leaving back digged elements unchanged)
1199 * fixed multiple warnings about failed joystick device initialization
1202 * fixed bug with dynamite dropped on top of just dropped custom element
1203 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1204 dynamite can still be dropped, but drop key must be released before
1207 * fixed bug with wrong start directory when started from file browser
1208 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1211 * fixed bug causing "change when impact" on player not working
1212 * fixed wrong priority of "hitting something" over "hitting <element>"
1213 * fixed wrong priority of "hit by something" over "hit by <element>"
1216 * fixed graphical bug which caused the player (being Murphy) to show
1217 collecting animations although the element was collected by penguin
1220 * fixed two bugs causing wrong door background graphics in system.c
1221 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1224 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1225 * added "no direction" to "walkable/passable from" selectbox options
1228 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1229 * in tape autoplay, not only report broken, but also missing tapes
1232 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1235 * fixed small bug with "linear" animation not working for active lamp
1238 * fixed bug with moving up despite gravity due to "block last field"
1239 * fixed small bug with wrong draw offset when typing name in main menu
1240 * when reading user names from "passwd", ignore data after first comma
1241 * when creating new "levelinfo.conf", only write some selected entries
1244 * fixed displaying "imported from/by" on preview with empty string
1245 * fixed ignoring draw offset for fonts used for level preview texts
1248 * fixed a delay problem with SDL and too many mouse motion events
1249 * added setup option "skip levels" and level skipping functionality
1252 * added move speed "not moving" for non-moving CEs, but with direction
1255 * fixed mapping of obsolete element token names in "editorsetup.conf"
1256 * fixed bug with sound "acid.splashing" treated as a loop sound
1257 * fixed some little sound bugs in native EM engine
1260 * fixed small bug when dragging scrollbars to end positions
1263 * added editor element descriptions written by Aaron Davidson
1266 * improved fallback handling when configured artwork is not available
1267 (now using default artwork instead of exiting when files not found)
1270 * fixed bug on level selection screen when dragging scrollbar
1273 * fixed bug which caused broken tapes when appending to EM engine tapes
1276 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1279 * added code to replace changed artwork config tokens with other tokens
1280 (needed for backwards compatibility, so that older tokens still work)
1283 * added native R'n'D graphics for some new EMC elements in EM engine
1286 * fixed some bugs in the EM engine integration code
1287 * changed EM engine code to allow diagonal movement
1288 * changed EM engine code to allow use of separate snap and drop keys
1291 * fixed some redraw bugs when using EM engine
1294 * fixed bug with not converting RND levels which are set to use native
1295 engine to native level structure when loading
1298 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1301 * version number set to 3.2.0
1304 * level data now reset to defaults after attempt to load invalid file
1307 * added use of "editorsetup.conf" for different level sets
1310 * added auto-detection for various types of Emerald Mine level files
1313 * fixed bug with scrollbars getting too small when list is very large
1316 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1319 * added most level editor configuration gadgets for new EMC elements
1322 * added more element and graphic definitions for new EMC elements
1325 * modified native EM engine to use integrated R'n'D sound system
1328 * added SDL support to graphics functions in native EM engine
1329 (by always using generic libgame interface functions)
1332 * fixed bug in frame synchronization in native EM engine
1335 * added code to convert levels between R'n'D and native EM engine
1338 * new Emerald Mine engine can now play levels selected in main menu
1341 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1342 (which creates scaled down graphics for level editor and preview);
1343 there's still a memory leak somewhere in the artwork handling code
1344 * added "scale image up" functionality to X11 version of zoom function
1347 * first attempts to integrate new, native Emerald Mine Club engine
1350 * fixed bug in gadget code which caused reset of CEs in level editor
1351 (example: pressing 'b' [grab brush] on CE config page erased values)
1352 (solution: check if gadgets in ClickOnGadget() are really mapped)
1353 * improved level change detection in editor (settings now also checked)
1354 * fixed bug with "can move into acid" and "don't collide with" state
1357 * fixed maze runner style CEs to use the configured move delay value
1360 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1363 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1364 * fixed the above fix because it broke level set "machine" (*sigh*)
1365 * fixed random element placement in level editor to work as expected
1366 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1369 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1372 * fixed bug (missing array boundary check) which caused broken tapes
1373 * fixed bug (when loading level template) which caused broken levels
1374 * fixed bug with new block last field code when using non-yellow player
1377 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1378 * internal change of how the player blocks the last field when moving
1379 * fixed blocking delay of last field for EM and SP style block delay
1380 * fixed bug where the player had to wait for the usual move delay after
1381 unsuccessfully trying to move, when he directly could move after that
1382 * the last two changes should make original Supaplex level 93 solvable
1383 * improved use of random number generator to make it less predictable
1384 * fixed behaviour of slippery SP elements to let slip left, then right
1387 * fixed bug with wrong door state after trying to quickload empty tape
1388 * fixed waste of static memory usage of the binary, making it smaller
1389 * fixed very little graphical bug in Supaplex explosion
1392 * version number set to 3.1.1
1395 * version 3.1.0 released
1398 * fixed bug with crash when writing user levelinfo.conf the first time
1401 * added option "convert LEVELDIR [NR]" to command line batch commands
1402 * re-converted Supaplex levels to apply latest engine fixes
1403 * changed "use graphic/sound of element" to "use graphic of element"
1404 due to compatibility problems with some levels ("bug machine" etc.)
1407 * fixed bug with CE change replacing player with same or other player
1410 * fixed bug with opaque font in envelope with background graphic when
1411 background graphic is not transparent itself
1414 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1415 * corrected original Supaplex level loading code to use these new ports
1416 * also corrected Supaplex loader to auto-count infotrons if set to zero
1419 * fixed bug with missing initialization of "modified" flag for GEs
1422 * fixed bug that caused endless recursion loop when relocating player
1423 * fixed tape recorder bug in "step mode" when using "pause before end"
1424 * fixed tape recorder bug when changing from "warp forward" mode
1427 * fixed bug with "when touching" for pushed elements at last position
1430 * fixed bug that caused two activated toolbox buttons in level editor
1431 * fixed bug with exploding dynabomb under player due to other explosion
1434 * fixed bug with creating walkable custom element under player (again)
1435 * fixed bug with not copying explosion type when copying CEs in editor
1436 * fixed graphical bug when drawing player in setup menu (input devices)
1437 * fixed graphical bug when the player is pushing an accessible element
1438 * fixed bug with classic switchable elements triggering CE changes
1439 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1440 * fixed crash bug when CE leaves behind the trigger player element
1443 * fixed bug with broken tubes after placing/exploding dynamite in them
1444 * fixed bug with exploding dynamite under player due to other explosion
1445 * fixed bug with not resetting push delay under certain circumstances
1448 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1449 * added network multiplayer code for Windows (thanks to Niko Böhm)
1452 * added option "reachable despite gravity" for gravity movement
1453 * changed gravity movement of most classic walkable and passable
1454 elements back to "not reachable" (for compatibility reasons)
1457 * fixed (removed) "indestructible" / "can explode" dependency in editor
1458 * fixed (removed) "accessible inside" / "protected" dependency
1459 * fixed (removed) "step mode" / "shield time" dependency
1462 * fixed dynabombs exploding now into anything diggable
1463 * fixed Supaplex style gravity movement into buggy base now impossible
1464 * added pressing key "space" as valid action to select menu options
1467 * added "replace when walkable" to relocate player to walkable element
1468 * added "enter"/"leave" event for elements affected by relocation
1469 * fixed "direct"/"indirect" change order also for "when change" event
1470 * fixed graphical bug when pushing things from elements walkable inside
1473 * fixed graphic bug when player is snapping while moving in old levels
1474 * fixed bug when a moving custom element leaves a player element behind
1475 * fixed bug with mole not disappearing when moving into acid pool
1476 * fixed bug with incomplete path setting when using "--basepath" option
1477 * moving CE can now leave walkable elements behind under the player
1478 * when relocating, player can be set on walkable element now
1479 * fixed another gravity movement bug
1482 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1485 * added "collectible" and "removable" to extended replacement types
1486 (where "removable" replaces "diggable" and "collectible" elements)
1487 * added "collectible & throwable" (to throw element to the next field)
1488 * fixed bug with CEs digging elements that are just about to explode
1489 * changed mouse cursor now always being visible when game is paused
1492 * added possibility to push/press accessible elements from a side that
1494 * fixed bug with not setting actual date when appending to tape
1497 * fixed bug with incorrectly initialized custom element editor graphics
1500 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1501 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1504 * fixed bug with destroyed robot wheel still attracting robots forever
1505 * fixed bug with time gate switch deactivating after robot wheel time
1506 (while the time gate itself is not affected by this misbehaviour)
1507 * changed behaviour of BD style amoeba to always get blocked by player
1508 (before it was different when there were non-BD elements in level)
1509 * fixed bug with player destroying indestructable elements with shield
1512 * added option to make growing elements grow into anything diggable
1513 (for the various amoeba types, biomaze and "game of life")
1516 * fixed bug with movable elements not moving after left behind by CEs
1517 * changed gravity movement to anything diggable, not only sand/base
1518 * optionally allowing passing to walkable element, not only empty space
1519 * added option "can pass to walkable element" for players
1520 * finally fixed gravity movement (hopefully)
1523 * fixed bug with movable elements not moving anymore after falling down
1526 * fixed another bug with custom elements digging and leaving elements
1527 * fixed bug with "along left/right side" and automatic start direction
1528 * trigger elements now also displayed when "more custom" deactivated
1529 * fixed bug with clipboard element initialized when loading new level
1530 * added option "drop delay" to set delay before dropping next element
1533 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1536 * added copy and paste functions for custom change pages
1537 * enhanced graphical display and functionality of tape recorder
1538 * fixed bug with custom elements digging and leaving elements
1541 * added move speed faster than "very fast" for custom elements
1542 * fixed bug with 3+3 style explosions and missing border content
1543 * fixed little bug when copying custom elements in the editor
1544 * enhanced custom element changes by more side trigger actions
1547 * added option "no scrolling when relocating" for instant teleporting
1548 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1551 * added trigger element and trigger player to use as target elements
1552 * added copy and paste functions for custom and group elements
1555 * fixed graphical bug when displaying explosion animations
1556 * fixed bug when appending to tapes, resulting in broken tapes
1557 * re-recorded a few tapes broken by fixing gravity checking bug
1560 * "can move into acid" property now for all elements independently
1561 * "can fall into acid" property for player stored in same bitfield now
1562 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1563 * version number set to 3.1.0 (finally!)
1566 * changed tape recording to only record input, not programmed actions
1569 * fixed totally broken (every 8th frame skipped) step-by-step recording
1570 * fixed bug with requester not displayed when quick-loading interrupted
1571 * added option "can fall into acid (with gravity)" for players
1572 * fixed bug with player not falling when snapping down with gravity
1575 * fixed bug which messed up key config when using keypad number keys
1578 * fixed bug which allowed moving upwards even when gravity was active
1579 * fixed bug with missing error handling when dumping levels or tapes
1582 * added different colored editor graphics for Supaplex gravity tubes
1585 * fixed bug that allowed solvable tapes for unsolvable levels
1588 * use unlimited number of droppable elements when "count" set to zero
1589 * added option to use step limit instead of time limit for level
1592 * added player and change page as trigger for custom element change
1595 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1598 * fixed bug with dark yamyam changing to acid when moving over acid
1599 * fixed handling of levels with more than 999 seconds level time
1600 (example: level 76 of "Denmine")
1603 * "spring push bug" reintroduced as configurable element property
1604 * fixed bug with missing properties for "mole"
1605 * fixed bug that showed up when fixing the above "mole" properties bug
1606 * added option "can move into acid" for all movable elements
1607 * fixed graphical bug for elements moving into acid
1608 * changed event handling to handle all pending events before going on
1611 * fixed bug which caused all CE change pages to be ignored which had
1612 the same change event, but used a different element side
1613 (reported by Simon Forsberg)
1615 * fixed bug which caused elements that can move and fall and that are
1616 transported by a conveyor belt to continue moving into that direction
1617 after leaving the conveyor belt, regardless of their own movement
1618 type; only elements which can not move are transported now
1619 (reported by Simon Forsberg)
1621 * fixed bug which could cause an array overflow in RelocatePlayer()
1622 (reported by Niko Böhm)
1624 * changed Emerald Mine style "passable / over" elements to "protected"
1625 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1627 * added new option to select from which side a "walkable/passable"
1628 element can be entered
1631 * added explosion and ignition delay for elements that can explode
1634 * fixed bug which caused player not being protected against enemies
1635 when a CE was "walkable / inside" and was not "indestructible"
1636 * added "walkable/passable" fields to be "protected/unprotected"
1637 against enemies, even if not accessible "inside" but "over/under"
1640 * corrected move pattern to 32 bit and initial move direction to 8 bit
1643 * added second custom element base configuration page
1646 * added some special EMC mappings to Emerald Mine level loader
1647 (also covering previously unknown element in level 0 of "Bondmine 8")
1650 * added option to block last field when player is moving (for Supaplex)
1651 * adjusted push delay of Supaplex elements
1652 * removed delays for envelopes etc. when replaying with maximum speed
1653 * fixed bug when dropping element on a field that just changed to empty
1656 * fixed bug: infotrons can now smash yellow disks
1657 * fixed bug: when gravity active, port above player can now be entered
1658 * removed "one white dot" mouse pointer which irritated some people
1661 * added "choice type" for group element selection
1664 * fixed bug with initial invulnerability of non-yellow player
1667 * added level loader for loading native Supaplex packed levels
1668 (including multi-part levels like the "splvls99" levels)
1671 * fixed bug which allowed creating emeralds by escaping explosions
1674 * custom elements can change (limited) or leave (unlimited) elements
1675 * finally added multiple matches using group elements
1676 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1679 * added new start movement type "previous" for continued CE movement
1680 * added new start movement type "random" for random CE movement start
1683 * added new element "sokoban_field_player" needed for Sokoban levels
1684 (thanks to Ed Booker for pointing this out!)
1687 * added elements that can be digged or left behind by custom elements
1690 * added group elements for multiple matches and random element creation
1693 * fixed some graphical errors displayed in old levels
1696 * fixed wrong double speed movement after passing closing gates
1699 * added level loader for loading native Emerald Mine levels
1702 * changes for "shooting" style CE movement
1705 * Happy New Year! ;-)
1708 * changed default snap/drop keys from left/right Shift to Control keys
1711 * fixed bug with dead player getting reanimated from custom element
1714 * fixed bug with wrong penguin graphics (when entering exit)
1717 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1720 * version number set to 3.0.9
1723 * version 3.0.8 released
1726 * added function checked_free()
1729 * fixed bug with double nut cracking sound
1730 (by eliminating "default element action sound" assignment in init.c)
1733 * fixed crash when no music info files are available
1736 * fixed boring and sleeping sounds
1739 * added "maze runner" and "maze hunter" movement types
1740 * added extended collision conditions for custom elements
1743 * added warnings for undefined token values in artwork config files
1746 * added menu entry for level set information to the info screen
1749 * fixed bug with wrong default impact sound for colored emeralds
1752 * added several sub-screens for the info screen
1753 * menu text now also clickable (not only blue/red sphere left of it)
1756 * added configurable "bored" and "sleeping" animations for the player
1757 * added "awakening" sound for player when waking up after sleeping
1760 * added "copy" and "exchange" functions for custom elements to editor
1763 * added configurable element animations for info screen
1766 * added configurable music credits for info screen
1769 * finally fixed tape recording when player is created from CE change
1772 * added "editorsetup.conf" for editor element list configuration
1775 * added "musicinfo.conf" for menu and level music configuration
1778 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1779 (that only showed up on Linux, but not on Windows systems)
1782 * fixed turning movement of butterflies and fireflies (no frame reset)
1783 * enhanced sniksnak turning movement (two steps instead of only one)
1786 * version number set to 3.0.8
1789 * version 3.0.7 released
1792 * fixed reset of player animation frame when, for example,
1793 walking, digging or collecting share the same animation
1794 * fixed CE with "deadly when touching" exploding when touching amoeba
1797 * fixed tape recording when player is created from CE element change
1800 * introduced "turning..." action graphic for elements with move delay
1801 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1802 * added turning animations for bug, spaceship and sniksnak
1805 * prevent "extended" changed elements from delay change in same frame
1808 * fixed bug when pushing element that can move away to the side
1809 (like pushing falling elements, but now with moving elements)
1812 * finally fixed serious bug in code for delayed element pushing (again)
1815 * unavailable setup options now marked as "n/a" instead of "off"
1816 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1817 to "true", levels are always played with the latest game engine,
1818 which is desired for levels that are imported from other games; all
1819 other levels are played with the engine version stored in level file
1820 (which is normally the engine version the level was created with)
1823 * fixed serious bug in code for delayed element pushing
1824 * fixed little bug in animation frame selection for pushed elements
1825 * speed-up of reading config file for verbose output
1828 * added configuration option for opening and closing Supaplex exit
1829 * added configuration option for moving up/down animation for Murphy
1830 * fixed incorrectly displayed animation for attacking dragon
1831 * fixed bug with not setting initial gravity for each new game
1832 * fixed bug with teleportation of player by custom element change
1833 * fixed bug with player not getting smashed by rock sometimes
1836 * version number set to 3.0.7
1839 * version 3.0.6 released
1842 * added support for MP3 music for SDL version through SMPEG library
1845 * fixed bug when initializing font graphic structure
1846 * fixed bug with animation mode "pingpong" when using only 1 frame
1847 * fixed bug with extended change target introduced in 3.0.5
1848 * fixed bug where passing over moving element doubles player speed
1849 * fixed bug with elements continuing to move into push direction
1850 * fixed bug with duplicated player when dropping bomb with shield on
1851 * added "switching" event for custom elements ("pressing" only once)
1852 * fixed switching bug (resetting flag when not switching but not idle)
1855 * fixed element tokens for certain file elements with ".active" etc.
1858 * version number set to 3.0.6
1861 * version 3.0.5 released
1864 * now four envelope elements available
1865 * font, background, animation and sound for envelope now configurable
1866 * main menu doors opening/closing animation type now configurable
1869 * active/inactive sides configurable for custom element changes
1870 * new movement type "move when pushed" available for custom elements
1873 * fixed bug in multiple config pages loader code that caused crashes
1876 * enhanced (remaining low-resolution) Supaplex graphics
1879 * version number set to 3.0.5
1882 * version 3.0.4 released
1884 2003-09-12 src/tools.c
1885 * fixed bug in custom definition of crumbled element graphics
1887 2003-09-11 src/files.c
1888 * fixed bug in multiple config pages code that caused crashes
1891 * version number set to 3.0.4
1894 * version 3.0.3 released
1897 * added music to Supaplex classic level set
1899 2003-09-07 src/libgame/misc.c
1900 * added support for loading various music formats through SDL_mixer
1902 2003-09-06 (various source files)
1903 * fixed several nasty bugs that may have caused crashes on some systems
1904 * added envelope content which gets displayed when collecting envelope
1905 * added multiple change event pages for custom elements
1907 2003-08-24 src/game.c
1908 * fixed problem with player animation when snapping and moving
1910 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1911 * fixed problem with flickering when drawing toon animations
1913 2003-08-23 src/libgame/sdl.c
1914 * fixed problem with setting mouse cursor in SDL version in fullscreen
1916 2003-08-23 src/game.c
1917 * fixed bug (missing array boundary check) which could crash the game
1920 * version number set to 3.0.3
1923 * version 3.0.2 released
1925 2003-08-21 src/game.c
1926 * fixed bug with creating inaccessible elements at player position
1928 2003-08-20 src/init.c
1929 * fixed bug with not finding current level artwork directory
1931 2003-08-20 src/files.c
1932 * fixed bug with choosing wrong engine version when playing tapes
1933 * fixed bug with messing up custom element properties in 3.0.0 levels
1936 * version number set to 3.0.2
1939 * version 3.0.1 released
1941 2003-08-17 (no source files affected)
1942 * changed all "classic" PCX image files with 16 colors or less to
1943 256 color (8 bit) storage format, because the Allegro game library
1944 cannot handle PCX files with less than 256 colors (contributed
1945 graphics are not affected and might look wrong in the DOS version)
1947 2003-08-16 src/init.c
1948 * fixed bug which (for example) crashed the level editor when defining
1949 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1950 (only set to default) -- invalid graphics now set to default graphic
1952 2003-08-16 src/init.c
1953 * fixed graphical bug of player digging/collecting/snapping element
1954 when no corresponding graphic/animation is defined for this action,
1955 resulting in player being drawn as EL_EMPTY (which should only be
1956 done to elements being collected, but not to the player)
1958 2003-08-16 src/game.c
1959 * fixed small graphical bug of player not totally moving into exit
1961 2003-08-16 src/libgame/setup.c
1962 * fixed bug with wrong MS-DOS 8.3 filename conversion
1964 2003-08-16 src/tools.c
1965 * fixed bug with invisible mouse cursor when pressing ESC while playing
1967 2003-08-16 (various source files)
1968 * added another 128 custom elements (disabled in editor by default)
1970 2003-08-16 src/editor.c
1971 * fixed NULL string bug causing Solaris to crash in sprintf()
1973 2003-08-16 src/screen.c
1974 * fixed drawing over scrollbar on level selection with custom fonts
1976 2003-08-15 src/game.c
1977 * cleanup of simple sounds / loop sounds / music settings
1979 2003-08-08 (various source files)
1980 * added custom element property for dropping collected elements
1982 2003-08-08 src/conf_gfx.c
1983 * fixed bug with missing graphic for active red disk bomb
1985 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1986 * extended variable "level.gravity" to "level.initial_gravity" and
1987 "game.current_gravity" to prevent level setting from being changed
1988 by playing the level (keeping the runtime value after playing)
1990 * fixed graphics bug when digging element that has 'crumbled' graphic
1991 definition, but not 'diggable' graphic definition
1994 * version number set to 3.0.1
1997 * version 3.0.0 released
2000 * various bug fixes; among others:
2001 - fixed bug with pushing spring over empty space
2002 - fixed bug with leaving tube while placing dynamite
2003 - fixed bug with explosion of smashed penguins
2004 - allow Murphy player graphic in levels with non-Supaplex elements
2008 * I have forgotten to document changes for some time
2011 * pre-release version 2.2.0rc1 released
2014 * version number set to 2.1.2
2017 * version 2.1.1 released
2020 * version number set to 2.1.1
2023 * version 2.1.0 released
2026 * version number set to 2.1.0
2028 2002-04-03 to 2002-05-19 (various source files)
2029 * graphics, sounds and music now fully configurable
2030 * bug fixed that prevented walking through tubes when gravity on
2032 2002-04-02 src/events.c, src/editor.c
2033 * Make Escape key less aggressive when playing or when editing level.
2034 This can be configured as an option in the setup menu. (Default is
2035 "less aggressive" which means "ask user if something can be lost"
2036 when pressing the Escape key.)
2038 2002-04-02 src/screen.c
2039 * Added "graphics setup" screen.
2041 2002-04-01 src/screen.c
2042 * Changed "choose level" setup screen stuff to be more generic (to
2043 make it easier to add more "choose from generic tree" setup screens).
2045 2002-04-01 src/config.c, src/timestamp.h
2046 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2047 automatically gets created by "src/Makefile" and contains an actual
2048 compile-time timestamp to identify development versions of the game).
2050 2002-03-31 src/tape.c, src/events.c
2051 * Added quick game/tape save/load functions to tape stuff which can be
2052 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2053 loads previously recorded tape and directly goes into recording mode
2054 from the end of the tape (therefore appending to the tape).
2056 2002-03-31 src/tape.c
2057 * Added "index mark" function to tape recorder. When playing or
2058 recording, "eject" button changes to "index" button. Setting index
2059 mark is not yet implemented, but pressing index button when playing
2060 allows very quick advancing to end of tape (when normal playing),
2061 very fast forward mode (when playing with normal fast forward) or
2062 very fast reaching of "pause before end of tape" (when playing with
2063 "pause before end" playing mode).
2065 2002-03-30 src/cartoons.c
2066 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2068 2002-03-29 src/screen.c
2069 * Changed setup screen stuff to be more generic (to make it easier
2070 to add more setup screens).
2072 2002-03-23 src/main.c, src/main.h
2073 * Various changes due to the introduction of the new libgame files
2074 "setup.c" and "joystick.c".
2076 2002-03-23 src/files.c
2077 * Generic parts of "src/files.c" (mainly setup and level directory
2078 stuff) moved to new libgame file "src/libgame/setup.c".
2080 2002-03-23 src/joystick.c
2081 * File "src/joystick.c" moved to libgame source tree, with
2082 correspondig changes.
2084 2002-03-22 src/screens.c
2085 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2086 (Wrong level series information displayed when entering main group.)
2088 2002-03-22 src/editor.c
2089 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2091 2002-03-22 src/editor.c
2092 * Changed behaviour of "Escape" key in level editor to be more
2093 intuitive: When in "Element Properties" or "Level Info" mode,
2094 return to "Drawing Mode" instead of leaving the level editor.
2096 2002-03-21 src/game.c, src/editor.c, src/files.c
2097 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2098 gems (emeralds, diamonds, ...) slipping down from normal wall,
2099 steel wall and growing wall (as in E.M.C. style levels). Although
2100 the behaviour of contributed and private levels wasn't changed (due
2101 to the use of "level.game_version"; see previous entry), editing
2102 those levels will (of course) change the behaviour accordingly.
2104 This change seems a bit too hard after thinking about it, because
2105 the EM style behaviour is not the "expected" behaviour (gems would
2106 normally only slip down from "rounded" walls). Therefore this was
2107 now changed to an element property for gem style elements, with the
2108 default setting "off" (which means: no special EM style behaviour).
2109 To fix older converted levels, this flag is set to "on" for pre-2.0
2110 levels that are neither contributed nor private levels.
2112 2002-03-20 src/files.h
2113 * Corrected settings for "level.game_version" depending of level type.
2114 (Contributed and private levels always get played with game engine
2115 version they were created with, while converted levels always get
2116 played with the most recent version of the game engine, to let new
2117 corrections of the emulation behaviour take effect.)
2119 2002-03-20 src/main.h
2120 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2121 compiling the SDL version on some systems.
2122 Thanks to the several people who pointed this out.
2125 * Version number set to 2.0.2.
2128 * Version 2.0.1 released.
2130 2002-03-18 src/screens.c
2131 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2133 2002-03-18 src/files.c [src/libgame/misc.c]
2134 * Moved some common functions from src/files.c to src/libgame/misc.c.
2136 2002-03-18 src/files.c [src/libgame/misc.c]
2137 * Changed permissions for new directories and saved files (especially
2138 score files) according to suggestions of Debian users and mantainers.
2139 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2141 2002-03-17 src/files.c
2142 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2143 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2144 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2145 for levels and "TAPE" for tapes). Old "cookie" style format is
2146 still supported for reading. New level and tape files are written
2149 * New IFF chunk "VERS" contains version numbers for file and game
2150 (where "game version" is the version of the program that wrote the
2151 file, and "file version" is a version number to distinguish files
2152 with different format, for example after adding new features).
2154 2002-03-15 src/screen.c
2155 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2156 (Before, you heard a mixture of the in-game music and the
2157 hall-of-fame music.)
2159 2002-03-14 src/events.c
2160 * Function "DumpTape()" (files.c) now available by pressing 't' from
2161 main menu (when in DEBUG mode).
2163 2002-03-14 src/game.c
2164 * "GameWon()": When game was won playing a tape, now there is no delay
2165 raising the score and no corresponding sound is played.
2167 2002-03-14 src/files.c
2168 * Changed "LoadTape()" for real chunk support and also adjusted
2169 "SaveTape()" accordingly.
2171 2002-03-14 src/game.c, src/tape.c, src/files.c
2172 * Important changes to tape format: The old tape format stored all
2173 actions with a real effect with a corresponding delay between the
2174 stored actions. This had some major disadvantages (for example,
2175 push delays had to be ignored, pressing a button for some seconds
2176 mutated to several single button presses because of the non-action
2177 delays between two action frames etc.). The new tape format just
2178 stupidly records all device actions and replays them later. I really
2179 don't know why I haven't solved it that way before?! Old-style tapes
2180 (with tape file version less than 2.0) get converted to the new
2181 format on-the-fly when loading and can therefore still be played;
2182 only some minor parts of the old-style tape handling code was needed.
2183 (A perfect conversion is not possible, because there is information
2184 missing about the device actions between two action frames.)
2186 2002-03-14 src/files.c
2187 * New function "DumpTape()" to dump the contents of the current tape
2188 in a human readable format.
2190 2002-03-14 src/game.c
2191 * Small tape bug fixed: When automatically advancing to next level
2192 after a game was won, the tape from the previous level still was
2193 loaded as a tape for the new level.
2195 2002-03-14 src/tape.c
2196 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2197 tape, cartoons did not get completely removed because
2198 StopAnimation() was not called.
2200 2002-03-13 src/files.c
2201 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2202 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2203 size even when using 16-bit elements). Added new chunk "CNT2" for
2204 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2205 chunk even when content was 16-bit element). "CNT2" should now be
2206 able to store content for arbitrary elements (up to eight blocks of
2207 3 x 3 element arrays). All "CNT2" elements will always be stored as
2208 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2210 2002-03-13 src/files.c
2211 * Changed "LoadLevel()" for real chunk support.
2213 2002-03-12 src/game.c
2214 * Fixed problem (introduced after 2.0.0 release) with penguins
2215 not getting killed by enemies
2217 2002-02-24 src/game.c, src/main.h
2218 * Added "player->is_moving"; now "player->last_move_dir" does
2219 not contain any information if the player is just moving at
2221 Before, "player->last_move_dir" was misused for this purpose
2222 for the robot stuff (robots don't kill players when they are
2223 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2224 broke tapes when walking through pipes!
2225 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2226 in a continuous movement. This fact is ignored for friends and