2 * fixed bug in gadget code which caused reset of CEs in level editor
3 (example: pressing 'b' [grab brush] on CE config page erased values)
4 (solution: check if gadgets in ClickOnGadget() are really mapped)
7 * fixed maze runner style CEs to use the configured move delay value
10 * added Aaron Davidson's tutorial level set to the "Tutorials" section
13 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
14 * fixed the above fix because it broke level set "machine" (*sigh*)
15 * fixed random element placement in level editor to work as expected
16 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
19 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
22 * fixed bug (missing array boundary check) which caused broken tapes
23 * fixed bug (when loading level template) which caused broken levels
24 * fixed bug with new block last field code when using non-yellow player
27 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
28 * internal change of how the player blocks the last field when moving
29 * fixed blocking delay of last field for EM and SP style block delay
30 * fixed bug where the player had to wait for the usual move delay after
31 unsuccessfully trying to move, when he directly could move after that
32 * the last two changes should make original Supaplex level 93 solvable
33 * improved use of random number generator to make it less predictable
34 * fixed behaviour of slippery SP elements to let slip left, then right
37 * fixed bug with wrong door state after trying to quickload empty tape
38 * fixed waste of static memory usage of the binary, making it smaller
39 * fixed very little graphical bug in Supaplex explosion
42 * version number set to 3.1.1
45 * version 3.1.0 released
48 * fixed bug with crash when writing user levelinfo.conf the first time
51 * added option "convert LEVELDIR [NR]" to command line batch commands
52 * re-converted Supaplex levels to apply latest engine fixes
53 * changed "use graphic/sound of element" to "use graphic of element"
54 due to compatibility problems with some levels ("bug machine" etc.)
57 * fixed bug with CE change replacing player with same or other player
60 * fixed bug with opaque font in envelope with background graphic when
61 background graphic is not transparent itself
64 * added "gravity on" and "gravity off" ports for Supaplex compatibility
65 * corrected original Supaplex level loading code to use these new ports
66 * also corrected Supaplex loader to auto-count infotrons if set to zero
69 * fixed bug with missing initialization of "modified" flag for GEs
72 * fixed bug that caused endless recursion loop when relocating player
73 * fixed tape recorder bug in "step mode" when using "pause before end"
74 * fixed tape recorder bug when changing from "warp forward" mode
77 * fixed bug with "when touching" for pushed elements at last position
80 * fixed bug that caused two activated toolbox buttons in level editor
81 * fixed bug with exploding dynabomb under player due to other explosion
84 * fixed bug with creating walkable custom element under player (again)
85 * fixed bug with not copying explosion type when copying CEs in editor
86 * fixed graphical bug when drawing player in setup menu (input devices)
87 * fixed graphical bug when the player is pushing an accessible element
88 * fixed bug with classic switchable elements triggering CE changes
89 * fixed bug with entering/leaving walkable element in RelocatePlayer()
90 * fixed crash bug when CE leaves behind the trigger player element
93 * fixed bug with broken tubes after placing/exploding dynamite in them
94 * fixed bug with exploding dynamite under player due to other explosion
95 * fixed bug with not resetting push delay under certain circumstances
98 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
99 * added network multiplayer code for Windows (thanks to Niko Böhm)
102 * added option "reachable despite gravity" for gravity movement
103 * changed gravity movement of most classic walkable and passable
104 elements back to "not reachable" (for compatibility reasons)
107 * fixed (removed) "indestructible" / "can explode" dependency in editor
108 * fixed (removed) "accessible inside" / "protected" dependency
109 * fixed (removed) "step mode" / "shield time" dependency
112 * fixed dynabombs exploding now into anything diggable
113 * fixed Supaplex style gravity movement into buggy base now impossible
114 * added pressing key "space" as valid action to select menu options
117 * added "replace when walkable" to relocate player to walkable element
118 * added "enter"/"leave" event for elements affected by relocation
119 * fixed "direct"/"indirect" change order also for "when change" event
120 * fixed graphical bug when pushing things from elements walkable inside
123 * fixed graphic bug when player is snapping while moving in old levels
124 * fixed bug when a moving custom element leaves a player element behind
125 * fixed bug with mole not disappearing when moving into acid pool
126 * fixed bug with incomplete path setting when using "--basepath" option
127 * moving CE can now leave walkable elements behind under the player
128 * when relocating, player can be set on walkable element now
129 * fixed another gravity movement bug
132 * uploaded pre-release (test) version 3.1.0-2 binary and source code
135 * added "collectible" and "removable" to extended replacement types
136 (where "removable" replaces "diggable" and "collectible" elements)
137 * added "collectible & throwable" (to throw element to the next field)
138 * fixed bug with CEs digging elements that are just about to explode
139 * changed mouse cursor now always being visible when game is paused
142 * added possibility to push/press accessible elements from a side that
144 * fixed bug with not setting actual date when appending to tape
147 * fixed bug with incorrectly initialized custom element editor graphics
150 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
151 - number of levels corrected from 18 to 17 in "levelinfo.conf"
154 * fixed bug with destroyed robot wheel still attracting robots forever
155 * fixed bug with time gate switch deactivating after robot wheel time
156 (while the time gate itself is not affected by this misbehaviour)
157 * changed behaviour of BD style amoeba to always get blocked by player
158 (before it was different when there were non-BD elements in level)
159 * fixed bug with player destroying indestructable elements with shield
162 * added option to make growing elements grow into anything diggable
163 (for the various amoeba types, biomaze and "game of life")
166 * fixed bug with movable elements not moving after left behind by CEs
167 * changed gravity movement to anything diggable, not only sand/base
168 * optionally allowing passing to walkable element, not only empty space
169 * added option "can pass to walkable element" for players
170 * finally fixed gravity movement (hopefully)
173 * fixed bug with movable elements not moving anymore after falling down
176 * fixed another bug with custom elements digging and leaving elements
177 * fixed bug with "along left/right side" and automatic start direction
178 * trigger elements now also displayed when "more custom" deactivated
179 * fixed bug with clipboard element initialized when loading new level
180 * added option "drop delay" to set delay before dropping next element
183 * uploaded pre-release (test) version 3.1.0-1 binary and source code
186 * added copy and paste functions for custom change pages
187 * enhanced graphical display and functionality of tape recorder
188 * fixed bug with custom elements digging and leaving elements
191 * added move speed faster than "very fast" for custom elements
192 * fixed bug with 3+3 style explosions and missing border content
193 * fixed little bug when copying custom elements in the editor
194 * enhanced custom element changes by more side trigger actions
197 * added option "no scrolling when relocating" for instant teleporting
198 * uploaded pre-release (test) version 3.1.0-0 binary and source code
201 * added trigger element and trigger player to use as target elements
202 * added copy and paste functions for custom and group elements
205 * fixed graphical bug when displaying explosion animations
206 * fixed bug when appending to tapes, resulting in broken tapes
207 * re-recorded a few tapes broken by fixing gravity checking bug
210 * "can move into acid" property now for all elements independently
211 * "can fall into acid" property for player stored in same bitfield now
212 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
213 * version number set to 3.1.0 (finally!)
216 * changed tape recording to only record input, not programmed actions
219 * fixed totally broken (every 8th frame skipped) step-by-step recording
220 * fixed bug with requester not displayed when quick-loading interrupted
221 * added option "can fall into acid (with gravity)" for players
222 * fixed bug with player not falling when snapping down with gravity
225 * fixed bug which messed up key config when using keypad number keys
228 * fixed bug which allowed moving upwards even when gravity was active
229 * fixed bug with missing error handling when dumping levels or tapes
232 * added different colored editor graphics for Supaplex gravity tubes
235 * fixed bug that allowed solvable tapes for unsolvable levels
238 * use unlimited number of droppable elements when "count" set to zero
239 * added option to use step limit instead of time limit for level
242 * added player and change page as trigger for custom element change
245 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
248 * fixed bug with dark yamyam changing to acid when moving over acid
249 * fixed handling of levels with more than 999 seconds level time
250 (example: level 76 of "Denmine")
253 * "spring push bug" reintroduced as configurable element property
254 * fixed bug with missing properties for "mole"
255 * fixed bug that showed up when fixing the above "mole" properties bug
256 * added option "can move into acid" for all movable elements
257 * fixed graphical bug for elements moving into acid
258 * changed event handling to handle all pending events before going on
261 * fixed bug which caused all CE change pages to be ignored which had
262 the same change event, but used a different element side
263 (reported by Simon Forsberg)
265 * fixed bug which caused elements that can move and fall and that are
266 transported by a conveyor belt to continue moving into that direction
267 after leaving the conveyor belt, regardless of their own movement
268 type; only elements which can not move are transported now
269 (reported by Simon Forsberg)
271 * fixed bug which could cause an array overflow in RelocatePlayer()
272 (reported by Niko Böhm)
274 * changed Emerald Mine style "passable / over" elements to "protected"
275 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
277 * added new option to select from which side a "walkable/passable"
278 element can be entered
281 * added explosion and ignition delay for elements that can explode
284 * fixed bug which caused player not being protected against enemies
285 when a CE was "walkable / inside" and was not "indestructible"
286 * added "walkable/passable" fields to be "protected/unprotected"
287 against enemies, even if not accessible "inside" but "over/under"
290 * corrected move pattern to 32 bit and initial move direction to 8 bit
293 * added second custom element base configuration page
296 * added some special EMC mappings to Emerald Mine level loader
297 (also covering previously unknown element in level 0 of "Bondmine 8")
300 * added option to block last field when player is moving (for Supaplex)
301 * adjusted push delay of Supaplex elements
302 * removed delays for envelopes etc. when replaying with maximum speed
303 * fixed bug when dropping element on a field that just changed to empty
306 * fixed bug: infotrons can now smash yellow disks
307 * fixed bug: when gravity active, port above player can now be entered
308 * removed "one white dot" mouse pointer which irritated some people
311 * added "choice type" for group element selection
314 * fixed bug with initial invulnerability of non-yellow player
317 * added level loader for loading native Supaplex packed levels
318 (including multi-part levels like the "splvls99" levels)
321 * fixed bug which allowed creating emeralds by escaping explosions
324 * custom elements can change (limited) or leave (unlimited) elements
325 * finally added multiple matches using group elements
326 * added shortcut to dump brush (type ":DB" in editor) for use in forum
329 * added new start movement type "previous" for continued CE movement
330 * added new start movement type "random" for random CE movement start
333 * added new element "sokoban_field_player" needed for Sokoban levels
334 (thanks to Ed Booker for pointing this out!)
337 * added elements that can be digged or left behind by custom elements
340 * added group elements for multiple matches and random element creation
343 * fixed some graphical errors displayed in old levels
346 * fixed wrong double speed movement after passing closing gates
349 * added level loader for loading native Emerald Mine levels
352 * changes for "shooting" style CE movement
355 * Happy New Year! ;-)
358 * changed default snap/drop keys from left/right Shift to Control keys
361 * fixed bug with dead player getting reanimated from custom element
364 * fixed bug with wrong penguin graphics (when entering exit)
367 * fixed bug with wrong "Murphy" graphics (when digging etc.)
370 * version number set to 3.0.9
373 * version 3.0.8 released
376 * added function checked_free()
379 * fixed bug with double nut cracking sound
380 (by eliminating "default element action sound" assignment in init.c)
383 * fixed crash when no music info files are available
386 * fixed boring and sleeping sounds
389 * added "maze runner" and "maze hunter" movement types
390 * added extended collision conditions for custom elements
393 * added warnings for undefined token values in artwork config files
396 * added menu entry for level set information to the info screen
399 * fixed bug with wrong default impact sound for colored emeralds
402 * added several sub-screens for the info screen
403 * menu text now also clickable (not only blue/red sphere left of it)
406 * added configurable "bored" and "sleeping" animations for the player
407 * added "awakening" sound for player when waking up after sleeping
410 * added "copy" and "exchange" functions for custom elements to editor
413 * added configurable element animations for info screen
416 * added configurable music credits for info screen
419 * finally fixed tape recording when player is created from CE change
422 * added "editorsetup.conf" for editor element list configuration
425 * added "musicinfo.conf" for menu and level music configuration
428 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
429 (that only showed up on Linux, but not on Windows systems)
432 * fixed turning movement of butterflies and fireflies (no frame reset)
433 * enhanced sniksnak turning movement (two steps instead of only one)
436 * version number set to 3.0.8
439 * version 3.0.7 released
442 * fixed reset of player animation frame when, for example,
443 walking, digging or collecting share the same animation
444 * fixed CE with "deadly when touching" exploding when touching amoeba
447 * fixed tape recording when player is created from CE element change
450 * introduced "turning..." action graphic for elements with move delay
451 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
452 * added turning animations for bug, spaceship and sniksnak
455 * prevent "extended" changed elements from delay change in same frame
458 * fixed bug when pushing element that can move away to the side
459 (like pushing falling elements, but now with moving elements)
462 * finally fixed serious bug in code for delayed element pushing (again)
465 * unavailable setup options now marked as "n/a" instead of "off"
466 * new boolean directive "latest_engine" for "levelinfo.conf": when set
467 to "true", levels are always played with the latest game engine,
468 which is desired for levels that are imported from other games; all
469 other levels are played with the engine version stored in level file
470 (which is normally the engine version the level was created with)
473 * fixed serious bug in code for delayed element pushing
474 * fixed little bug in animation frame selection for pushed elements
475 * speed-up of reading config file for verbose output
478 * added configuration option for opening and closing Supaplex exit
479 * added configuration option for moving up/down animation for Murphy
480 * fixed incorrectly displayed animation for attacking dragon
481 * fixed bug with not setting initial gravity for each new game
482 * fixed bug with teleportation of player by custom element change
483 * fixed bug with player not getting smashed by rock sometimes
486 * version number set to 3.0.7
489 * version 3.0.6 released
492 * added support for MP3 music for SDL version through SMPEG library
495 * fixed bug when initializing font graphic structure
496 * fixed bug with animation mode "pingpong" when using only 1 frame
497 * fixed bug with extended change target introduced in 3.0.5
498 * fixed bug where passing over moving element doubles player speed
499 * fixed bug with elements continuing to move into push direction
500 * fixed bug with duplicated player when dropping bomb with shield on
501 * added "switching" event for custom elements ("pressing" only once)
502 * fixed switching bug (resetting flag when not switching but not idle)
505 * fixed element tokens for certain file elements with ".active" etc.
508 * version number set to 3.0.6
511 * version 3.0.5 released
514 * now four envelope elements available
515 * font, background, animation and sound for envelope now configurable
516 * main menu doors opening/closing animation type now configurable
519 * active/inactive sides configurable for custom element changes
520 * new movement type "move when pushed" available for custom elements
523 * fixed bug in multiple config pages loader code that caused crashes
526 * enhanced (remaining low-resolution) Supaplex graphics
529 * version number set to 3.0.5
532 * version 3.0.4 released
534 2003-09-12 src/tools.c
535 * fixed bug in custom definition of crumbled element graphics
537 2003-09-11 src/files.c
538 * fixed bug in multiple config pages code that caused crashes
541 * version number set to 3.0.4
544 * version 3.0.3 released
547 * added music to Supaplex classic level set
549 2003-09-07 src/libgame/misc.c
550 * added support for loading various music formats through SDL_mixer
552 2003-09-06 (various source files)
553 * fixed several nasty bugs that may have caused crashes on some systems
554 * added envelope content which gets displayed when collecting envelope
555 * added multiple change event pages for custom elements
557 2003-08-24 src/game.c
558 * fixed problem with player animation when snapping and moving
560 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
561 * fixed problem with flickering when drawing toon animations
563 2003-08-23 src/libgame/sdl.c
564 * fixed problem with setting mouse cursor in SDL version in fullscreen
566 2003-08-23 src/game.c
567 * fixed bug (missing array boundary check) which could crash the game
570 * version number set to 3.0.3
573 * version 3.0.2 released
575 2003-08-21 src/game.c
576 * fixed bug with creating inaccessible elements at player position
578 2003-08-20 src/init.c
579 * fixed bug with not finding current level artwork directory
581 2003-08-20 src/files.c
582 * fixed bug with choosing wrong engine version when playing tapes
583 * fixed bug with messing up custom element properties in 3.0.0 levels
586 * version number set to 3.0.2
589 * version 3.0.1 released
591 2003-08-17 (no source files affected)
592 * changed all "classic" PCX image files with 16 colors or less to
593 256 color (8 bit) storage format, because the Allegro game library
594 cannot handle PCX files with less than 256 colors (contributed
595 graphics are not affected and might look wrong in the DOS version)
597 2003-08-16 src/init.c
598 * fixed bug which (for example) crashed the level editor when defining
599 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
600 (only set to default) -- invalid graphics now set to default graphic
602 2003-08-16 src/init.c
603 * fixed graphical bug of player digging/collecting/snapping element
604 when no corresponding graphic/animation is defined for this action,
605 resulting in player being drawn as EL_EMPTY (which should only be
606 done to elements being collected, but not to the player)
608 2003-08-16 src/game.c
609 * fixed small graphical bug of player not totally moving into exit
611 2003-08-16 src/libgame/setup.c
612 * fixed bug with wrong MS-DOS 8.3 filename conversion
614 2003-08-16 src/tools.c
615 * fixed bug with invisible mouse cursor when pressing ESC while playing
617 2003-08-16 (various source files)
618 * added another 128 custom elements (disabled in editor by default)
620 2003-08-16 src/editor.c
621 * fixed NULL string bug causing Solaris to crash in sprintf()
623 2003-08-16 src/screen.c
624 * fixed drawing over scrollbar on level selection with custom fonts
626 2003-08-15 src/game.c
627 * cleanup of simple sounds / loop sounds / music settings
629 2003-08-08 (various source files)
630 * added custom element property for dropping collected elements
632 2003-08-08 src/conf_gfx.c
633 * fixed bug with missing graphic for active red disk bomb
635 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
636 * extended variable "level.gravity" to "level.initial_gravity" and
637 "game.current_gravity" to prevent level setting from being changed
638 by playing the level (keeping the runtime value after playing)
640 * fixed graphics bug when digging element that has 'crumbled' graphic
641 definition, but not 'diggable' graphic definition
644 * version number set to 3.0.1
647 * version 3.0.0 released
650 * various bug fixes; among others:
651 - fixed bug with pushing spring over empty space
652 - fixed bug with leaving tube while placing dynamite
653 - fixed bug with explosion of smashed penguins
654 - allow Murphy player graphic in levels with non-Supaplex elements
658 * I have forgotten to document changes for some time
661 * pre-release version 2.2.0rc1 released
664 * version number set to 2.1.2
667 * version 2.1.1 released
670 * version number set to 2.1.1
673 * version 2.1.0 released
676 * version number set to 2.1.0
678 2002-04-03 to 2002-05-19 (various source files)
679 * graphics, sounds and music now fully configurable
680 * bug fixed that prevented walking through tubes when gravity on
682 2002-04-02 src/events.c, src/editor.c
683 * Make Escape key less aggressive when playing or when editing level.
684 This can be configured as an option in the setup menu. (Default is
685 "less aggressive" which means "ask user if something can be lost"
686 when pressing the Escape key.)
688 2002-04-02 src/screen.c
689 * Added "graphics setup" screen.
691 2002-04-01 src/screen.c
692 * Changed "choose level" setup screen stuff to be more generic (to
693 make it easier to add more "choose from generic tree" setup screens).
695 2002-04-01 src/config.c, src/timestamp.h
696 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
697 automatically gets created by "src/Makefile" and contains an actual
698 compile-time timestamp to identify development versions of the game).
700 2002-03-31 src/tape.c, src/events.c
701 * Added quick game/tape save/load functions to tape stuff which can be
702 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
703 loads previously recorded tape and directly goes into recording mode
704 from the end of the tape (therefore appending to the tape).
706 2002-03-31 src/tape.c
707 * Added "index mark" function to tape recorder. When playing or
708 recording, "eject" button changes to "index" button. Setting index
709 mark is not yet implemented, but pressing index button when playing
710 allows very quick advancing to end of tape (when normal playing),
711 very fast forward mode (when playing with normal fast forward) or
712 very fast reaching of "pause before end of tape" (when playing with
713 "pause before end" playing mode).
715 2002-03-30 src/cartoons.c
716 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
718 2002-03-29 src/screen.c
719 * Changed setup screen stuff to be more generic (to make it easier
720 to add more setup screens).
722 2002-03-23 src/main.c, src/main.h
723 * Various changes due to the introduction of the new libgame files
724 "setup.c" and "joystick.c".
726 2002-03-23 src/files.c
727 * Generic parts of "src/files.c" (mainly setup and level directory
728 stuff) moved to new libgame file "src/libgame/setup.c".
730 2002-03-23 src/joystick.c
731 * File "src/joystick.c" moved to libgame source tree, with
732 correspondig changes.
734 2002-03-22 src/screens.c
735 * "HandleChooseLevel()": Another bug in level series navigation fixed.
736 (Wrong level series information displayed when entering main group.)
738 2002-03-22 src/editor.c
739 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
741 2002-03-22 src/editor.c
742 * Changed behaviour of "Escape" key in level editor to be more
743 intuitive: When in "Element Properties" or "Level Info" mode,
744 return to "Drawing Mode" instead of leaving the level editor.
746 2002-03-21 src/game.c, src/editor.c, src/files.c
747 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
748 gems (emeralds, diamonds, ...) slipping down from normal wall,
749 steel wall and growing wall (as in E.M.C. style levels). Although
750 the behaviour of contributed and private levels wasn't changed (due
751 to the use of "level.game_version"; see previous entry), editing
752 those levels will (of course) change the behaviour accordingly.
754 This change seems a bit too hard after thinking about it, because
755 the EM style behaviour is not the "expected" behaviour (gems would
756 normally only slip down from "rounded" walls). Therefore this was
757 now changed to an element property for gem style elements, with the
758 default setting "off" (which means: no special EM style behaviour).
759 To fix older converted levels, this flag is set to "on" for pre-2.0
760 levels that are neither contributed nor private levels.
762 2002-03-20 src/files.h
763 * Corrected settings for "level.game_version" depending of level type.
764 (Contributed and private levels always get played with game engine
765 version they were created with, while converted levels always get
766 played with the most recent version of the game engine, to let new
767 corrections of the emulation behaviour take effect.)
769 2002-03-20 src/main.h
770 * Added "#include <time.h>". This seems to be needed by "tape.c" for
771 compiling the SDL version on some systems.
772 Thanks to the several people who pointed this out.
775 * Version number set to 2.0.2.
778 * Version 2.0.1 released.
780 2002-03-18 src/screens.c
781 * "HandleChooseLevel()": Small bug in level series navigation fixed.
783 2002-03-18 src/files.c [src/libgame/misc.c]
784 * Moved some common functions from src/files.c to src/libgame/misc.c.
786 2002-03-18 src/files.c [src/libgame/misc.c]
787 * Changed permissions for new directories and saved files (especially
788 score files) according to suggestions of Debian users and mantainers.
789 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
791 2002-03-17 src/files.c
792 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
793 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
794 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
795 for levels and "TAPE" for tapes). Old "cookie" style format is
796 still supported for reading. New level and tape files are written
799 * New IFF chunk "VERS" contains version numbers for file and game
800 (where "game version" is the version of the program that wrote the
801 file, and "file version" is a version number to distinguish files
802 with different format, for example after adding new features).
804 2002-03-15 src/screen.c
805 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
806 (Before, you heard a mixture of the in-game music and the
809 2002-03-14 src/events.c
810 * Function "DumpTape()" (files.c) now available by pressing 't' from
811 main menu (when in DEBUG mode).
813 2002-03-14 src/game.c
814 * "GameWon()": When game was won playing a tape, now there is no delay
815 raising the score and no corresponding sound is played.
817 2002-03-14 src/files.c
818 * Changed "LoadTape()" for real chunk support and also adjusted
819 "SaveTape()" accordingly.
821 2002-03-14 src/game.c, src/tape.c, src/files.c
822 * Important changes to tape format: The old tape format stored all
823 actions with a real effect with a corresponding delay between the
824 stored actions. This had some major disadvantages (for example,
825 push delays had to be ignored, pressing a button for some seconds
826 mutated to several single button presses because of the non-action
827 delays between two action frames etc.). The new tape format just
828 stupidly records all device actions and replays them later. I really
829 don't know why I haven't solved it that way before?! Old-style tapes
830 (with tape file version less than 2.0) get converted to the new
831 format on-the-fly when loading and can therefore still be played;
832 only some minor parts of the old-style tape handling code was needed.
833 (A perfect conversion is not possible, because there is information
834 missing about the device actions between two action frames.)
836 2002-03-14 src/files.c
837 * New function "DumpTape()" to dump the contents of the current tape
838 in a human readable format.
840 2002-03-14 src/game.c
841 * Small tape bug fixed: When automatically advancing to next level
842 after a game was won, the tape from the previous level still was
843 loaded as a tape for the new level.
845 2002-03-14 src/tape.c
846 * Small graphical bug fixed: When pressing ""Record" or "Play" on
847 tape, cartoons did not get completely removed because
848 StopAnimation() was not called.
850 2002-03-13 src/files.c
851 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
852 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
853 size even when using 16-bit elements). Added new chunk "CNT2" for
854 16-bit amoeba content (previously written in 8-bit field in "HEAD"
855 chunk even when content was 16-bit element). "CNT2" should now be
856 able to store content for arbitrary elements (up to eight blocks of
857 3 x 3 element arrays). All "CNT2" elements will always be stored as
858 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
860 2002-03-13 src/files.c
861 * Changed "LoadLevel()" for real chunk support.
863 2002-03-12 src/game.c
864 * Fixed problem (introduced after 2.0.0 release) with penguins
865 not getting killed by enemies
867 2002-02-24 src/game.c, src/main.h
868 * Added "player->is_moving"; now "player->last_move_dir" does
869 not contain any information if the player is just moving at
871 Before, "player->last_move_dir" was misused for this purpose
872 for the robot stuff (robots don't kill players when they are
873 moving). But setting "player->last_move_dir" to MV_NO_MOVING
874 broke tapes when walking through pipes!
875 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
876 in a continuous movement. This fact is ignored for friends and