2 * added 1%, 2% and 5% to volume controls for sound and music settings
5 * fixed bug with editor border element not adjusted after resizing level
6 * changed unused playfield from "default" to "empty" after loading level
7 * increased number of undo/redo steps in level editor from 10 to 64
10 * added zoom functionality for playfield drawing area to level editor
11 (use left, right and middle mouse buttons on new "zoom" toolbox button
12 or use keys '-', '+' and '0' to zoom out, in or reset to default size)
15 * fixed bug not updating game panel values in visible warp forward mode
18 * changed position of CE/GE use/save template gadgets to be visually
19 separated from other CE/GE gadgets (to prevent accidental use)
20 * fixed bug in editor when using undo after rotating level repeatedly
21 * added 'redo' functionality to editor (by pressing 'undo' with right
22 mouse button or by using key shortcut "Shift-R")
25 * added configurability of editor control buttons (toolbox buttons)
28 * finished configurability of tape date and time display positions
29 * fixed bug with game buttons in tape area not properly redrawn
30 * fixed small graphical bug with default tape time display position
31 * added optionally configurable game frame counter to tape display
34 * fixed configurability of editor element palette (for columns != 4)
37 * improved configurability of tape date and time display positions
38 * added configurability of element properties button in editor
39 * added build dependency for auto-conf files
42 * added looking for editor element descriptions in level set directory
43 (for example, in file "<my-level-folder>/docs/elements/custom_1.txt")
46 * moved "element properties" button in editor from toolbox to palette
47 * added "zoom level tile size" button in editor to toolbox (currently
48 no function behind it; will be used to zoom level editor playfield)
49 * added key shortcuts '1' to '3' to view properties of drawing elements
50 * fixed gadget display bug in editor (door 1 area) after test playing
51 * fixed bugs when changing drawing area gadgets (like group elements)
54 * re-enabled editor palette element options in setup configuration file
57 * fixed loading custom PCX image files with default artwork file names
58 (like "RocksDoor.pcx") which are not redefined in artwork config file
59 (this is a special fix for Zelda 2 and probably some other existing
60 level sets which use new graphics which are not defined in the file
61 "graphicsinfo.conf", but use a file name of one of default graphics
62 (like "RocksScreen.pcx"); this did not work anymore for PCX files
63 since the default graphics files have been changed to PNG files, so
64 different file names are checked now (like "RocksScreen.png"), so if
65 the PNG files cannot be found, the old PCX files are also checked)
68 * added some more graphics customization options for the level editor:
69 - editor.button.prev_level (position)
70 - editor.button.next_level (position)
71 - editor.input.level_number (position)
72 - editor.palette.tile_size (tile size for palette elements)
73 - editor.palette.element_left.tile_size (draw element tile size)
74 - editor.palette.element_middle.tile_size (draw element tile size)
75 - editor.palette.element_right.tile_size (draw element tile size)
76 - editor.input.gfx.level_number (current level number input field)
79 * fixed menu display bugs caused by drawing outside menu area (again)
82 * fixed broken door animations when switching between custom graphics
85 * fixed layout for "level set info" to support custom playfield size
86 * fixed changing from title to info screen with custom playfield size
89 * fixed bug with not updating default bitmap pointer for scaled images
90 * fixed redraw/fade bugs when redefining the playfield size or position
93 * fixed some smaller issues with loading custom artwork
96 * added warnings when using undefined element and graphic names in
97 custom artwork definitions (like ".crumbled_like" or ".clone_from")
98 * added setting default filenames for all cloned graphics in static
99 graphics configuration on startup (to be able to fall back later)
102 * fixed using buttons on main screen with size other than 32x32 pixels
103 * fixed some initialization bugs for scrollbars and main screen buttons
104 * fixed bug when drawing non-element graphics (without separate in-game
105 graphic/bitmap defined) while non-standard game tile size is defined
108 * removed some remaining unused X11 stuff
109 * fixed bug with potentially suppressed exit error message on startup
112 * fixed bug not loading tape when selecting level from level selection
113 screen (thanks to filbo for finding this bug and supplying a patch)
116 * fixed menu display bugs (drawing outside menu area with draw offset)
117 * fixed menu key navigation bugs (when using smaller menu list size)
120 * added support for animated door parts during opening/closing movement
123 * added automatic detection of normal/steel character elements in level
124 editor when drawing text (depending on currently selected element)
127 * eliminated historical ISO-8859-1 characters from source code files
128 (but still using them internally for special character encodings)
129 * changed output of special character for level sketch brushes to UTF-8
132 * added handling of unselectable selectbox options and option headlines
135 * fixed bug when changing between graphic sets with different tile size
136 * cleanup of handling the various graphic sizes for different purposes
137 (like 32x32, 16x16 etc.); this change was needed for the bugfix above
140 * added virtual keyboard on Android port when entering player name
143 * fixed "quick menu doors" and sounds for door and envelope requests
146 * fixed display bugs with certain custom menu definitions regarding the
147 hall of fame (high scores) and setup screens that require scrolling
148 (these display bugs showed up with custom menu graphics of R'n'D jue)
151 * fixed bug with animation frames per line with non-standard tile size
152 (relevant for example for 64x64 sized frames continued on next row)
155 * removed checking of file identifier tokens for configuration files
158 * fixed bug where player actions were only mapped in team mode
159 (this broke four tapes in automatic game engine unit test where
160 old levels contained a non-yellow player, like rnd_abby_king, 011)
163 * removed large parts of the preprocessor hell of old and unused code
166 * updated source file headers (mainly author contact information)
169 * added key shortcuts for window scaling and toggling fullscreen mode:
170 - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size
171 - "F11" key for toggling fullscreen mode (in addition to Alt-Enter)
174 * fixed some drawing bugs when scaling graphics due to "game.tile_size"
175 * added some performance improvements when handling SDL surface scaling
178 * added custom graphics property "game.tile_size" to define in-game tile
179 size (this defines the tile size actually displayed on the playfield);
180 tile graphics will either be scaled to the defined game tile size or
181 have to be specified with the same image size (using ".tile_size")
184 * added custom graphics property ".tile_size" to define tile image size
185 for game element graphics (like "custom_1.tile_size"); non-standard
186 sized images will then be scaled accordingly to standard tile size
189 * fixed music still being played in Android version when in background
192 * added Android "menu" button to be treated as "yes" requester button
193 (while the Android "back" button was already treated as "no" button)
196 * added command line options "--version" / "-V" to show program version
197 (also shows SDL library versions when prefixed with "--debug" option)
200 * error file set to unbuffered to prevent truncation in case of crashes
203 * fixed bug causing wrong screen updates while playing (whole screen
204 update from backbuffer instead of playfield buffer if REDRAW_ALL set)
205 * fixed nasty (typo) bug in native EM engine causing broken player
206 graphics when using different (redefined) playfield size
209 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles
210 to be displayed incorrectly (with broken scaling) when switching
211 between small and normal game graphics (thanks a lot to filbo for
212 analyzing and describing how to exactly reproduce this bug)
215 * removed MS-DOS support
216 * removed native X11 support (X11 now only supported via SDL/SDL2)
219 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap()
222 * fixed level redraw after quick-loading tape with small tile graphics
225 * added compatibility code for existing request door animation settings
228 * added ultra-generic, ultra-flexible request door animation handling
231 * fixed major bugs in handling single-player and multi-player tapes
232 (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086)
235 * fixed various problems with playfield and requester/tape/editor doors
236 defined to be at non-standard screen positions in artwork config file
239 * added envelope style requester dialog (alternative to door requester)
242 * fixed problems with window scaling and updating related setup value
243 * added setup option to select anti-aliasing quality of scaled windows
246 * improved speed of displaying progress when loading levels and artwork
247 * changed fullscreen and window scaling changes in setup menu to have
248 immediate effect (instead of being effective after leaving setup menu)
251 * fixed toons stopping on continuous touch events on Mac OS X
254 * fixed bug when displaying game envelope with even sized playfield
255 * added graphic configuration options for request (dialog) buttons
258 * fixed some redraw bugs with window scaling under Mac OS X
261 * fixed problems with window scaling and updating related setup value
264 * fixed problems related to fullscreen switching and window scaling
267 * fixed inconsistent custom artwork constants numbering in src/main.h,
268 src/screen.c and src/conf_gfx.c (this really should be cleaned up)
269 (this bug caused custom artwork definition to set wrong variable)
272 * fixed using fullscreen mode on Android instead of pseudo-window mode
273 * fixed keeping desktop fullscreen mode when changing viewport size
276 * fixed remaining text input problems for non-ASCII keys with modifier
277 * added window scaling options to graphics setup menu
280 * fixed key code problems with certain keys for SDL2
281 (keypad keys not being in numerical order; number of function keys)
282 * fixed text input problems for text characters using modifier keys
285 * fixed fullscreen option for SDL2 (using only desktop fullscreen now)
288 * fixed graphical bugs when using renderer/texture based graphics
291 * fixed playing certain sounds (menu navigation sound and counting
292 score sound after solving a level) when "normal sounds" are disabled
295 * continued porting Rocks'n'Diamonds to Android (levels now playable)
298 * added SDL2 renderer/texture based graphics frame handling to allow for
299 "desktop" style fullscreen mode and scaling of game screen/window
302 * removed limitation of artwork files to selected file types (this means
303 that every file type supported by SDL_image and SDL_mixer can be used)
304 * changed default graphics from PCX to PNG (needed for Android version
305 to prevent painfully slow image loading, although not compressing PCX
306 files in the assets directory of the APK package might also work fine)
307 * fixed bug with SDL_BlitSurface creating garbage when source and target
308 surface are the same (this bug also existed in versions of SDL 1.2.x)
311 * started porting Rocks'n'Diamonds to Android (already shows main menu)
314 * ported Rocks'n'Diamonds to SDL2 (first simple version that works)
317 * version number set to 3.3.1.3
320 * version 3.3.1.2 released
323 * improved error handling: display error message on screen (not only in
324 the error file or on the console), and display path of the error file
327 * fixed problem with R'n'D restarting with same level set that may have
328 caused a problem (and therefore failing again and again); after an
329 error, the last level set is now deactivated in file "levelsetup.conf"
330 to restart with default level set (which should work without error)
333 * fixed determining main game data directory on Mac OS X "Mavericks"
336 * version number set to 3.3.1.2
339 * version 3.3.1.1 released
342 * added scripts directory to distribution package to enable building
343 element definitions after editing artwork config source code files
346 * added volume controls for sounds, loops and music to sound setup
349 * version number set to 3.3.1.1
352 * version 3.3.1.0 released
355 * version number set to 3.3.1.0
358 * fixed display of level time switching from ascending to descending
359 when making use of the "time orb bug" (see element setting in editor)
360 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
361 * fixed graphics performance problems (especially on Mac OS X) by using
362 whole-playfield redraw on SDL target, while still using the previous
363 single-tile redraw method on X11 target (using redraw tiles threshold)
366 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
367 (by replacing all "long" types by "int" types)
370 * fixed nasty bug (affecting crumbled graphics) after adding new special
371 graphics suffix ".TAPE" (and messing some things up in src/main.c)
374 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
375 (this caused fonts in envelope config in level editor being invisible)
378 * fixed some problems with half tile size and even tile sized playfields
381 * added level selection screen (when clicking on main menu level number)
382 * added level tracing (played, solved) for use in level selection screen
383 (to display already played or solved levels in different font color)
386 * added alternative game mode for playing with half size playfield tiles
387 * fixed another memory violation bug in the native Supaplex game engine
388 (this potential memory bug was also in the original Megaplex code, but
389 apparently only occured under rare conditions triggered by using the
390 additional added preceding playfield memory area to make a few strange
391 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
392 solvable (this all worked fine in the classic DOS version, of course))
395 * added graphics performance optimization to native Supaplex game engine
396 * fixed bug with accidentally removing preceding buffer in SP engine
397 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
398 (to prevent compatibility mapping of these newer graphics to older
399 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
402 * added separately configurable game panel background to graphics config
403 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
406 * added tape panel graphics and screen positions to graphics config
409 * added compatibility stuff for redefined "global.door" (which affects
410 all parts of that image that have their own graphics definition now)
413 * added sound button graphics to graphics config
416 * added tape button graphics and screen positions to graphics config
419 * improved single step mode in R'n'D, EM and SP engines
422 * version number set to 3.3.0.2
425 * version 3.3.0.1 released
428 * added configurable key shortcuts for snap+direction player actions
429 (probably most useful for recording tool-assisted speedrun (TAS)
430 tapes using the single-step mode of the tape recorder)
433 * version number set to 3.3.0.1
436 * version 3.3.0.0 released
439 * fixed missing memory allocation in SP engine when saving engine data
440 for non-SP game engine snapshots (which also stores SP engine part)
443 * fixed problem with scrolling in native EM engine in multi-user mode
444 (this bug was just introduced with the experimental viewport stuff)
445 * fixed animation of splashing acid in EM engine with classic artwork
446 * fixed animation of cracking nut in EM engine with classic artwork
447 * fixed (implemented) single step mode in native EM and SP engines
448 * fixed "latest_engine" flag in classic levels (moved to single sets)
449 * updated SDL library DLLs for Windows to the latest release versions
450 (this fixed some mysterious crashes of the game on Windows systems)
451 * replaced EM and SP set in classic level set with native level files
452 * finally added a newly written "CREDITS" file to the game package
453 * removed sampled music loops from classic music set
456 * changed native Emerald Mine engine to support different viewport sizes
459 * changed native Supaplex engine to support different viewport sizes
462 * added initial, experimental support for different viewport properties
463 (with "viewports" being menu/playfield area and doors; currently the
464 size of the menu/playfield area and door positions can be redefined)
467 * added initial, experimental support for different window sizes
470 * added support for native Sokoban solution files in pure 'udlrUDLR'
471 format with extension ".sln" instead of ".tape" for solution tapes
474 * added image config suffix ".class" to be able to define classes of
475 crumbled elements which are then separated against each others when
476 drawing crumbled borders (class names can freely be defined)
477 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
478 emc_grass" results in sand and emc_grass being crumbled separately,
479 even if directly adjacent on the playfield.)
480 * added image config suffix ".style" to use two new features for
482 - "accurate_borders": try to draw correctly crumbled corners (which
483 means that a row of crumbled elements does not have two crumbled
484 corners for each element in the row, but only at the "real" corners
485 at the start and the end of the row of elements)
486 - "inner_corners": also draw inner corners in concave constructions
487 of several crumbled elements -- this is currently a big kludge: the
488 number of frames for crumbled graphic must be "2", with the first
489 frame as usual (crumbled graphic), while the second frame contains
490 the graphic with inner (crumbled) corners for the crumbled graphic
491 (These two features are mainly intended for bevelled walls, not for
492 diggable elements like sand; "inner_corners" only works reliably for
493 static walls, not for in-game dynamically changing walls using CEs.)
496 * finished code cleanup of native Supaplex game engine
499 * started code cleanup of native Supaplex game engine
502 * integrated playing sound effects into native Supaplex game engine
505 * added configurable key shortcuts for the tape recorder buttons
508 * added (hidden) function to save native Supaplex levels with tape as
509 native *.sp file containing level with demo (saved with a file name
510 similar to native R'n'D levels, but with ".sp" extension instead of
511 ".level"); to use this functionality, enter ":save-native-level" or
512 ":snl" from the main menu with the native Supaplex level loaded and
513 the appropriate tape loaded to the tape recorder
514 * fixed potential crash bug caused by illegal array access in engine
515 snapshot loading and saving code
516 * changed setting permissions of score files to be world-writable if
517 the program is not installed and running setgid to allow the program
518 to modify existing score files when run as a different user (which
519 allows cheating, of course, as the score files are not protected
520 against modification in this case)
521 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
522 the top level Makefile for Debian / Ubuntu installations
523 * added saving read-only levels from editor into personal level set
524 (thanks to Bela Lubkin for the above four patches)
527 * added updating of game values on the panel to Supaplex game engine
530 * finished integrating R'n'D graphics engine into Supaplex game engine
531 (although some animations do not support full customizability yet)
534 * done integrating R'n'D graphics engine into file "Infotron.c"
535 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
538 * integrated engine snapshot functionality into Supaplex game engine
541 * fixed bug in native Supaplex engine that broke several demo solutions
542 * fixed bug with re-initializing already existing elements in function
543 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
544 counted a second time, making the currently playing level unsolvable)
545 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
546 * done integrating R'n'D graphics engine into file "Electrons.c"
547 * done integrating R'n'D graphics engine into file "Zonk.c"
550 * done integrating R'n'D graphics engine into file "Murphy.c"
551 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
554 * started integrating R'n'D graphics engine into Supaplex game engine
557 * added small kludge that allows transparent pushing animation over
558 non-black background (by using "game.use_masked_pushing: true")
559 * added editor flag to Sokoban field/object elements to automatically
560 finish solved Sokoban style levels (even if they contain non-Sokoban
561 elements, which prevents auto-enabling this feature for such levels)
564 * added new element "from_level_template" which is replaced by element
565 from level template at same playfield position when loaded (currently
566 not accessible from level editor, but only used for special Sokoban
567 level conversion when using "special_flags: load_xsb_to_ces")
568 * added special behaviour for "special_flags: load_xsb_to_ces": global
569 settings of individual level files are overwritten by template level
570 (except playfield size, level name, level author and template flag)
573 * added handling of gravity ports when converting Supaplex style R'n'D
574 levels to native Supaplex levels for playing with Supaplex engine
577 * fixed bug in Supaplex engine regarding initial screen scroll position
580 * fixed EMC style pushing animations in the R'n'D graphics engine (when
581 using ".2nd_movement_tile" for animations having start and end tile)
582 * for this to work (look) properly for two-tile pushing animations with
583 non-black (i.e. opaque) background, the pushing graphics drawing order
584 was changed to first draw the pushed element, then the player (maybe
585 this should be controlled by an ".anim_mode" flag yet to be added)
586 * two-tile animations for moving or pushing should have 7 frames for
587 normal speed, 15 frames for half speed etc. to display correct frames
588 * two-tile animations are also displayed correctly with different speed
589 settings for the player (for pushing animations) or moving elements
592 * added searching for template level (file "template.level") not only
593 inside the level set directory, but also in above level directories;
594 this makes is possible to use the same single template level file
595 (placed in a level group directory) for many level sub-directories
598 * fixed bug with steel exit being destructible during opening phase
599 * added token "special_flags" to "levelinfo.conf" (currently with the
600 only recognized value "load_xsb_to_ces", doing the same as the flag
601 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
602 converting all elements in native (XSB) Sokoban level files to CEs)
605 * fixed some problems with Supaplex engine when compiling for Windows
608 * added special mode to convert elements of Sokoban XSB levels to CEs
609 by adding "-Dload_xsb_to_ces" to the command line starting the game
610 (also adding a dependency to a template level file "template.level")
613 * added reading native Sokoban levels and level packages (XSB files)
616 * fixed bugs in (auto)scrolling behaviour when passing ports or when
617 wrapping around the playfield through "holes" in the playfield border
620 * changed internal playfield bitmap handling from playfield sized bitmap
621 to screen sized bitmap (visible scrolling area), therefore speeding up
622 graphics operations (by eliminating bitmap updates in invisible areas)
623 and removing playfield size limitations due to increasing bitmap size
624 for larger playfield sizes (while the new implementation always uses
625 a fixed playfield bitmap size for arbitrary internal playfield sizes)
628 * fixed bug with single step mode (there were some cases where the game
629 did not automatically return to pause mode, e.g. when trying to push
630 things that cannot be pushed or when trying to run against a wall)
633 * added support for loading Supaplex levels in MPX level file format
636 * fixed SP engine to set "game over" not before lead out counter done
639 * fixed (potential) compile error when using GCC option "-std=gnu99"
640 (thanks to Tom "spot" Callaway)
643 * fixed array allocation in native Supaplex engine to correctly handle
644 preceding scratch buffers (needed because of missing border checking)
645 * fixed playfield initialization to correctly add raw header bytes as
646 subsequent scratch buffer (needed because of missing border checking)
649 * most important parts of native Supaplex engine integration working:
650 - native Supaplex levels can be played in native Supaplex engine
651 - native Supaplex level/demo files ("*.sp" files) can be re-played
652 - all 111 classic original Supaplex levels automatically solvable
653 - native Supaplex engine can be selected and used from level editor
654 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
657 * fixed another translation problem from VisualBasic to C (where "int"
658 should be "short") causing unsolvable demos with bugs and terminals
659 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
662 * fixed bug when reading Supaplex single level files (preventing loader
663 from seeking to level position like in Supaplex level package files)
666 * first classic Supaplex level running and solved by solution/demo tape
669 * started with integration of native Supaplex engine, using source code
670 of Megaplex from Frank Schindler, based on original Supaplex engine
673 * version number set to 3.2.6.2
676 * version 3.2.6.1 released
679 * fixed bug with element_info[e].gfx_element not being initialized in
680 early game stage, causing native graphics in EMC level sets to be
681 mapped completely to EL_EMPTY (causing a blank screen when playing)
682 (this only happened when starting the program with an EMC set with
683 native graphics, but not when switching to such a set at runtime)
686 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
687 and using self-compiled, patched SDL.dll that solves this problem
688 (interim solution until release of SDL 1.2.14 that should fix this)
691 * extended backwards compatibility mode to allow already fixed bug with
692 change actions (see "2008-02-05") for existing levels (especially the
693 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
696 * reactivated workaround to prevent program crashes due to blitting to
697 the same SDL surface that apparently only occurs on Windows systems
698 (this is no final solution; this problem needs further investigation)
701 * version number set to 3.2.6.1
704 * version 3.2.6.0 released
707 * fixed behaviour of player option "no centering when relocating" which
708 was incorrect when disabled and relocation target inside visible area
709 and "no scrolling when relocating" enabled at the same time
712 * fixed problems with re-mapping players on playfield to input devices:
713 previously, players found on the level playfield were changed to the
714 players connected to input devices (for example, player 3 in the level
715 was changed to player 1 (using artwork of player 3, to be able to use
716 a player with a different color)); this had the disadvantage that CE
717 conditions using player elements did not work (because the players in
718 the level definition are different to those effectively used in-game);
719 the new system uses the same player elements as defined in the level
720 playfield and re-maps the input devices of connected players to the
721 corresponding player elements when playing the level (in the above
722 example, player 3 now really exists in the game and is moved using the
723 events from input device 1); level tapes still store the events from
724 input devices 1 to 4, which are then re-mapped to players accordingly
725 when re-playing the tape (just as it is done when playing the level)
728 * fixed bug with player relocation while the player switches an element
731 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
732 not walkable (and did not let the player enter) when in process of
733 opening, but not fully open yet (which can cause the player not being
734 able to enter the exit in EM/DC style levels in time)
737 * fixed some bugs regarding the new level/CE random seed reset options
740 * moved "level settings" and "editor settings" to two tabbed screens in
741 level editor to gain space for additional level property settings
742 * added level setting to start a level with always the same random seed
743 * added CE action "set random seed" to re-initialize random seed in game
744 (this is the only CE action that gets executed before the CE changes,
745 which is needed to use the newly set random seed during the CE change)
748 * fixed redraw problem of special editor door when playing from editor
751 * fixed initialization of gfx_element for level sketch image creation
754 * added switch for EM style dynamite "[ ] explodes with chain reaction"
755 (with default set to "on" for existing levels, but "off" for all new
756 levels), as EM style dynamite does not chain-explode in original EM
759 * added optional initial inventory for players (pre-collected elements)
760 * added change page actions "set player inventory" and "set CE artwork"
761 * added recognition of "player" parameter on change pages when player
762 actions are defined, but no trigger player in corresponding condition
763 (this resulted in actions that only affected the first player before)
764 * fixed bug with change actions being executed for newly created custom
765 elements resulting from custom element changes, when the intention was
766 only to check for change actions for the previous custom element
769 * changed design and size of element drawing area in level editor
770 * added "element used as action parameter" to element change actions
773 * added possibility to reanimate player immediately after his death
774 (for example, by "change to <player> when explosion of <player>")
777 * fixed bug with "gray" white door not being uncovered by magnifier
778 * added score for collecting (any) key to the white key config page
781 * added condition "deadly when <getting hit by>" for custom elements
782 that behaves a bit like the existing "deadly when <colliding with>",
783 but with the following differences:
784 - it only kills players or friends when it was moving before it hits
785 - it does not kill players or friends that try to run into it
788 * fixed the following change conditions where a player element is used
789 as the "element that is triggering the custom element change":
792 - explosion of <element>
794 (the last two conditions already worked partially, but only for the
795 first player, and not for the "Murphy" player when using "move of")
798 * fixed crash bug caused by accessing invalid element (with value -1)
799 in UpdateGameControlValues()
800 * fixed graphical bug when using two-tile movement animations with EMC
801 game engine without explicitly using native EMC graphics engine
804 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
805 try to push something (due to push delay) does not cause a dig action
808 * fixed bug with reference elements used as trigger elements on custom
809 element change pages not being recognized
810 * fixed bug with reference elements not being removed from the playfield
811 * added engine functionality that allows custom elements that "can dig"
812 other elements not only to do so when moving by themselves, but also
813 when being pushed by the player (therefore adding the functionality to
814 push one element over another element, replacing it with the new one)
817 * added command line function to write level sketch images to directory
820 * merged override and auto-override options into new override options
821 with a new data type than can take the values "no", "yes" and "auto"
824 * fixed growing steel wall to also leave behind steel wall instead of
825 normal, destructible wall
826 * fixed handling of rocks falling through stacks of quicksand with
827 different speed (before, the rocks just got stuck in the quicksand)
830 * fixed nasty bug with auto-override and normal override not working on
831 program startup (especially when current level set has custom artwork)
834 * version 3.2.5 released as special edition "R'n'D jue"
837 * fixed X11 crash bug when blitting masked title screens over background
840 * changed build system to support special editions (like "R'n'D jue")
841 * added (hardcoded) loading graphics for "R'n'D jue" special edition
842 * fixed X11 crash bug when scaling images with width/height less than 32
845 * added "background.PLAYING" (only visible as two-pixel border in game)
846 * added default level set for first start of special R'n'D version
847 * changed door animations for editor always behaving like "quick doors"
850 * added new custom artwork setup option "auto-override non-CE sets" for
851 automatic artwork override that is only used for level sets without
852 custom element artwork (as it does not make much sense to override
853 any artwork that redefines custom element artwork for sets using CEs)
854 * fixed default artwork for "special" R'n'D versions always using the
855 "classic" artwork as the base if base artwork is not explicitly
856 defined in "levelinfo.conf", regardless of different default artwork
857 used by the special R'n'D version -- this is needed because any such
858 custom artwork is designed using the "classic" artwork definitions as
859 the base (including menu definitions and screen positions etc., which
860 would otherwise be taken from the different special default artwork)
863 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
864 for both EMC and R'n'D graphics engine (heavy workarounds needed due
865 to massively broken handling of quicksand in R'n'D game engine)
866 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
867 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
870 * fixed small bug in toon drawing (introduced when fixing the crash bug)
873 * added graphics definition "game.panel.highscore" to display the
874 current levels current high score in the game panel
877 * version number set to 3.2.5
880 * version 3.2.4 released
883 * fixed crash bug in toon drawing functions for large step offset values
886 * fixed some problems with displaying game panel when quick-loading tape
889 * fixed (experimental only) redrawing of every tile per frame (even if
890 unneeded) for the extended (R'n'D based) EMC graphics engine
891 * added optimization to only calculate element count for panel display
892 if really needed (that is, if element count values defined on panel)
893 * fixed problem with special editor door redraw when entering main menu
896 * fixed bug with displaying background for title messages on info screen
897 * some code cleanup for the extended (R'n'D based) EMC graphics engine
900 * fixed bug with CE action "move player" always resulting in player 4
901 if there was a CE action with no trigger player (because the player
902 element was calculated by using log_2() from trigger player bits with
903 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
904 triggering player bit mask and handling all players in "move player"
905 * fixed bug when defined artwork cannot be found for artwork that has
906 default artwork cloned from other artwork (without default filename)
907 * added several fixes to the extended (R'n'D based) EMC graphics engine
910 * fixed broken editor copy and paste for custom elements between levels
913 * title messages are now also searched in graphics artwork directory;
914 those found in graphics directory have precendence over those found
915 in level directory -- this handles title messages stored in graphics
916 directories as part of the artwork set, just like title images; this
917 makes sense, as corresponding special font definitions for messages
918 are usually defined in the same graphics artwork directory, and also
919 because title images and title messages that are combined in a level
920 set introduction should usually not be separated when the level set
921 is used with a different artwork set (e.g. using "override graphics")
922 * fixed problem with door borders on main screen by first drawing doors
923 and then the corresponding border masks, but not vice versa
924 * fixed problem with artwork config entries using the value "[DEFAULT]";
925 this does not what one might expect, but sets the value to an invalid
926 value -- solution: simply ignore such entries, which results in this
927 value keeping its previous (real) default value (in general, entries
928 that should use their default value should just not be defined here)
929 * fixed problem with wrong fading area size from main menu to setup menu
932 * fixed problem with broken crumbled graphics after level set changes
933 when using R'n'D custom artwork with level sets using the EMC engine
936 * fixed invisible "joysticks deactivated ..." text on setup input screen
939 * added use of hashes created from static lists (element tokens, image
940 config, font tokens) to speed up lookup of configuration parameters
941 * fixed bug where element and graphic config token lookup was mixed up
944 * added "busy" animation when initializing program and loading artwork
945 * added initialization profiling for program startup (debugging only)
948 * fixed(?) very strange bug apparently triggered by memset() when code
949 was cross-compiled with MinGW cross-compiler for Windows XP platform
950 (this only happened when using SDL.dll also self-compiled with MinGW)
953 * added graphics engine directive "border.draw_masked_when_fading" that
954 enables/disables drawing of border mask over screen that is just faded
957 * fixed small problem with separate fading definition for game screen
960 * added additional configuration directives for setup screen draw offset
961 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
962 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
963 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
964 used to define draw offset on custom artwork selection screens and
965 "CHOOSE_OTHER" is used on all other list style selection screens, like
966 choosing game speed or screen mode for fullscreen mode)
967 * added additional configuration directives to define main menu buttons:
968 - menu.button_name and menu.button_name.active
969 - menu.button_levels and menu.button_levels.active
970 - menu.button_scores and menu.button_scores.active
971 - menu.button_editor and menu.button_editor.active
972 - menu.button_info and menu.button_info.active
973 - menu.button_game and menu.button_game.active
974 - menu.button_setup and menu.button_setup.active
975 - menu.button_quit and menu.button_quit.active
976 * added eight pure decoration graphic definitions for the game panel
979 * added support for accessing native Diamond Caves II level packages
980 * fixed displaying of game panel values for Emerald Mine game engine
981 * fixed displaying end-of-level time and score values on new game panel
984 * added game panel control to display arbitrary elements on game panel
985 * added game panel control to display custom element score (globally
986 unique for identical custom elements) either as value or as element
987 * added ".draw_masked" and ".draw_order" to game panel control drawing
990 * fixed some general bugs with handling of ".active" elements and fonts
993 * cleanup of game panel elements (some elements were not really needed)
994 * added displaying of gravity state (on/off) as new game panel control
995 * added animation for game panel elements (similar to game elements)
998 * added new pseudo game mode "PANEL" to define panel fonts and graphics
999 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
1000 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
1001 (else graphics would have to use ".PLAYING", which would be confusing)
1002 * fixed bug when fading out to game screen with border mask defined
1005 * added attribute ".tile_size" for element style game panel controls
1008 * added <space> key as additional valid key to use for confirm requester
1011 * improved menu fading, adding separate fading definitions for entering
1012 and leaving a "content" screen (in general), and optional definitions
1013 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
1016 * added (currently invisible) setup option to define scroll delay value
1017 * fixed small bug in priority handling when auto-detecting level start
1018 position in levels without player element (but player from CE etc.)
1019 * added option "game.forced_scroll_delay_value" to override user choice
1020 of scroll delay value for certain level sets with "graphicsinfo.conf"
1021 * replaced setup option "scroll delay: on/off" by new setup option that
1022 directly allows selecting the desired scroll delay value from 0 to 8
1025 * added displaying of most game panel control elements (not animated)
1028 * added new configuration directives to display additional game engine
1029 values on the game control panel, like the following examples:
1030 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
1031 - game.panel.penguins - number of penguins to rescue
1032 - game.panel.level_name - level name of current level
1035 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
1038 * added new player option "no centering when relocating" for "invisible"
1039 teleportations to level areas that look exactly the same, giving the
1040 illusion that the player did not relocate at all (this was the default
1041 since 3.2.3, but caused visual problems with room creation in "Zelda")
1042 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
1045 * improved menu fading, adding separate fading definitions for entering
1046 and leaving a menu and for fading between menu and "content" screens
1047 * fixed small bug with recognizing also ".font_xyz" style definitions
1050 * improved menu fading, adding separate fading definitions for fading
1051 between menu screens and fading between menu and "destination" screens
1054 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
1055 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
1056 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
1057 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
1059 * improved title fading, allowing fading animation types "none", "fade"
1060 and "crossfade" (including cross-fading of last title to main menu)
1063 * added configurability of graphics, sounds and music for title screens,
1064 which are separated into initial title screens (only shown once at
1065 program startup) and title screens shown for a given level set; these
1066 title screens can be composed of up to five title images and up to
1067 five title text messages (each drawn using an optional background
1068 image), also using background music and/or sounds; aspects like
1069 background images, sounds and music of title screens can either be
1070 defined generally (valid for all title screens) or specifically (and
1071 therefore differently for each title screen) using these directives:
1073 to define a background image, sound or music file for all screens:
1074 - background.TITLE_INITIAL (for all title screens for game startup)
1075 - background.TITLE (for all title screens for level sets)
1077 to define a background image, sound or music file for a single screen:
1078 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
1079 - background.titlescreen_x (with x in 1,2,3,4,5)
1080 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
1081 - background.titlemessage_x (with x in 1,2,3,4,5)
1083 to define the title screen images:
1084 - titlescreen_initial_x (with x in 1,2,3,4,5)
1085 - titlescreen_x (with x in 1,2,3,4,5)
1087 to define the title text messages, place text files into the level set
1088 directory that have the following file names:
1089 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
1090 - titlemessage_x.txt (with x in 1,2,3,4,5)
1092 to define the properties of the text messages, either use directives
1093 that affect all text messages:
1094 - [titlemessage_initial].<suffix>
1095 - [titlemessage].<suffix>
1096 or use directives that affect single text messages:
1097 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
1098 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
1100 valid values for <suffix> are the same as for readme.<suffix> below;
1101 use ".sort_priority" (default: 0) to define an arbitrary order for
1102 title images and title messages (which can therefore be mixed)
1105 * added full configurability of "readme.txt" screen appearance:
1106 - readme.x: <left position used with alignment>
1107 - readme.y: <top position>
1108 - readme.width: <maximim text width in pixels>
1109 - readme.height: <maximum text height in pixels>
1110 - readme.chars: <maximum number of chars per line>
1111 - readme.lines: <maximum number of lines displayed>
1112 - readme.align: left,center,right (default: center)
1113 - readme.top: top,middle,bottom (default: top)
1114 - readme.font: font name
1115 - readme.autowrap: true,false (default: true)
1116 - readme.centered: true,false (default: false)
1117 - readme.parse_comments: true,false (default: true)
1118 - readme.sort_priority: (not used here, but only for title screens)
1119 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
1120 default), they are automatically determined from "readme.width" and
1121 "readme.height" accordingly; when they are not "-1", they have
1122 precedence over "readme.width" and "readme.height"
1123 * added internal ad-hoc config settings for displaying text files like
1124 title messages or "readme.txt" style level set info files:
1125 - .font: font name (default: readme.font)
1126 - .autowrap: true,false (default: readme.autowrap)
1127 - .centered: true,false (default: readme.centered)
1128 - .parse_comments: true,false (default: readme.parse_comments)
1129 (the leading '.' and the separating ':' are mandatory here); to use
1130 these ad-hoc settings, they have to be written inside a comment, like
1131 "# .autowrap: false" or "# .centered: true"; these settings then
1132 override the above global settings (they can even be used more than
1133 once, like "# .centered: true", then some text that should be drawn
1134 centered, then "# .centered: false" to go back to non-centered text;
1135 important note: after using "# .parse_comments: false", or when using
1136 "readme.parse_comments: false", detecting and parsing comments inside
1137 the file is disabled and comments are just printed like normal text;
1138 also be aware that all automatic text size calculations are done with
1139 the font defined in "readme.font", while using different fonts using
1140 "# .font: <font>" inside the text file may cause unexpected results
1143 * changed some numerical limits in the level editor from 255 to 999
1146 * added option "system.sdl_videodriver" to select SDL video driver
1147 * added output of SDL video and audio driver to "version info" page
1150 * added group element drawing to IntelliDraw drawing functions
1151 * fixed animation resetting problem again (last try broke Snake Bite)
1152 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
1155 * added new (special) "include: <filename>" directive that works in all
1156 configuration files (like "graphicsinfo.conf") and that has the same
1157 effect as if that directive would be replaced with the content of the
1158 specified file (this can be useful to split large configuration files
1159 into several smaller ones and include them from one main file, or to
1160 store configuration settings that always stay the same into a separate
1161 file, while including it and only add those parts that really change)
1164 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
1167 * fixed bug in "InitMovingField()" where treating an integer array as
1168 boolean caused wrong resetting of animations while elements are moving
1169 * fixed problem with resetting animations when starting element change
1172 * added sort priority for order of title screens and title messages
1175 * changed end of game again: do not wait for the user to press a key
1176 anymore, but directly ask/confirm tape saving and go to hall of fame
1177 * re-enabled quitting of lost game by pressing space or return again
1178 * added blanking of mouse pointer when displaying title screens
1179 * added remaining menu draw offset definitions for info sub-screens
1182 * added setup option to select game speed (from very slow to very fast)
1183 * improved handling of title text messages (initial and for level set)
1186 * added new options "auto-wrap" and "centered" for DC2 style envelopes
1189 * fixed displaying and typing of player name when it is centered
1190 * added special characters to be allowed for player name (not only A-Z)
1193 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
1194 (newer versions of the SDL library seem to not like this anymore)
1197 * added code for configuration directives for control of game panel
1200 * fixed small cosmetical bug with underlining property tabs in editor
1203 * fixed small drawing bug in X11FadeRectangle
1204 * added new elements for newly supported Diamond Caves II levels:
1205 - EM/DC style exits that disappear after passing
1206 - white key and gate (one white key needed for each white gate)
1207 - fake gate (there is no key to open/pass this kind of gate!)
1208 - extended magic wall which also handles pearls and crystals
1212 * changed maximum value for endless loop detection to a higher value
1213 (some levels really used very deep recursion without being endless)
1216 * added new elements for newly supported Diamond Caves II levels:
1217 - growing steel walls
1218 - snappable land mine
1221 * added new elements for newly supported Diamond Caves II levels:
1222 - steel text elements
1225 * added level file loader for native Diamond Caves II levels
1228 * version number set to 3.2.4
1231 * version 3.2.3 released
1234 * fixed malloc/free bug when updating EMC artwork entries in level list
1235 * added workaround (warning and request to quit the current game) when
1236 changing elements cause endless recursion loop (which would otherwise
1237 freeze the game, causing a crash-like program exit on some systems)
1240 * fixed nasty string overflow bug when entering too long envelope text
1243 * added feedback sounds for menu navigation "menu.item.activating" and
1244 "menu.item.selecting" (for highlighting and executing menu entries)
1247 * improved "no scrolling when relocating" to also consider scroll delay
1248 (meaning that the player is not automatically centered in this case;
1249 this makes it possible to "invisibly" relocate the player to a region
1250 of the level playfield which looks the same as the old level region)
1251 * fixed bug with not recognizing "main.input.name.align" when active
1254 * fixed bug with displaying masked borders over title screens when
1255 screen fading is disabled
1258 * fixed infinite loop / crash bug when killing the player while having
1259 a CE with the setting "kill player X when explosion of <player X>"
1260 * added special editor graphic for "char_space" to distinguish it from
1261 "empty_space" when editing a level (in-game graphics still the same)
1264 * fixed nasty bug with initialization only done for the first player
1267 * small change to handle loading empty element/content list micro chunks
1270 * uploaded pre-release (test) version 3.2.3-0 binary and source code
1273 * some optimizations on startup speed by reducing initial text output
1276 * added caching of custom artwork information for faster startup times
1279 * fixed graphical bug when using fewer menu entries on level selection
1280 screen than usual (with "menu.list_size.LEVELS" directive)
1281 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
1282 the backbuffer to the backbuffer by error (with identical rectangle)
1285 * fixed bug when displaying titlescreen with size less than element tile
1286 * fixed bug that caused elements with "change when digging <e>" event
1287 to change for _every_ digged element, not only those specified in <e>
1288 * fixed bug that caused impact style collision when dropping element one
1289 tile over the player that can both fall down and smash players
1290 * fixed bug that caused impact style collision when element changed to
1291 falling/smashing element over the player immediately after movement
1294 * fixed bug that allowed making engine snapshots from the level editor
1297 * fixed bugs with player name and current level positions on main screen
1300 * added configuration directives for control of title screens:
1301 - "title.fade_delay" for fading time
1302 - "title.post_delay" for pause between screens (when not crossfading)
1303 - "title.auto_delay" to automatically continue after some time
1304 these settings can each be overridden by specifying them with titles:
1305 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
1306 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
1307 fading mode can also be specified:
1308 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
1309 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
1310 default is using normal fading for menues and initial title screens,
1311 while using cross-fading for level set title screens
1312 * fixed bug with background not drawn in Hall of Fame after game was won
1315 * added configuration directives for the remaining main menu items
1318 * added additional configuration directives for info screen draw offset:
1319 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
1320 * added additional configuration directives for preview info text
1321 * limited mouse wheel sensitive screen area to scrollable screen area
1324 * added highlighted menu text entries to menu navigation when selected
1327 * fixed bug that prevented player from correctly being created in the
1328 top left corner by a custom element change in a level without player
1329 * fixed bug that prevented player from being killed when indestructible,
1330 non-walkable element is placed on player position by extended change
1331 * added configurable menu button, text and input positions to main menu
1334 * added page fading effects for remaining info sub-screens
1335 * fixed small bug that caused some delays when answering door request
1338 * added directives "border.draw_masked.*" for menu/playfield area and
1339 door areas to display overlapping/masked borders from "global.border"
1342 * fixed bug with CE with move speed "not moving" not being animated
1343 * when changing player artwork by CE action, reset animation frame
1346 * fixed bug with not unmapping main menu screen gadgets on other screens
1347 * fixed bug with un-pausing a paused game by releasing still pressed key
1348 * fixed bug with not redrawing screen when toggling to/from fullscreen
1349 mode while fast reloading tape (without redrawing playfield contents)
1350 * fixed bug with quick-saving tape snapshot despite answering with "no"
1353 * version number set to 3.2.3
1356 * version 3.2.2 released
1359 * fixed bug with redrawing screen in fullscreen mode after quick tape
1360 reloading when using the EMC game engine
1361 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1364 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1367 * added engine snapshot functionality for instant tape reloading (this
1368 only works for the last tape saved using "quick save", and does not
1369 work across program restarts, because it completely works in memory)
1372 * version number set to 3.2.2
1375 * version 3.2.1 released
1378 * fixed nasty bugs with handling error message file on Mac OS X systems
1381 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1384 * fixed bug that caused broken tapes when manually appending to tapes
1385 using the "pause before death" functionality, followed by recording
1386 * added setup option to disable fading of screens for faster testing
1389 * code cleanup of new fading functions
1392 * changed behaviour after solved game -- do not immediately stop engine
1393 * added some more smooth screen fadings (game start, hall of fame etc.)
1396 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1399 * added configurable level preview position, tile size and dimensions
1400 * added configurable game panel value positions (gems, time, score etc.)
1403 * fixed small bug with time displayed incorrectly when collecting CEs
1406 * fixed bug with bumpy scrolling with EM engine in double player mode
1409 * added compatibility code to fix "Snake Bite" style levels that were
1410 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1413 * fixed bug with scrollbars inside editor when using the Windows mouse
1414 enhancement tool "True X-Mouse" (which injects key events to the event
1415 queue to insert selected stuff into the Windows clipboard, which gets
1416 confused with the "Insert" key for jumping to the last editor cascade
1417 block in the element list)
1418 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1419 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1422 * added selection of preferred fullscreen mode to setup / graphics menu
1423 (useful if default mode 800 x 600 does not match screen aspect ratio)
1426 * improved down-scaling of images for better editor and preview graphics
1427 * changed user data directory for Mac OS X from Unix style to new place
1430 * improved level number selection in main menu and player selection in
1431 setup menu (input devices section) by using standard button gadgets
1432 * added support for mouse scroll wheel (caused buggy behaviour before)
1433 * added support for scrolling horizontal scrollbars with mouse wheel by
1434 holding "Shift" key pressed while scrolling the wheel
1435 * added support for single step mouse wheel scrolling by holding "Alt"
1436 key pressed while scrolling the wheel (can be combined with "Shift")
1437 * changed output file "stderr.txt" on Windows platform now always to be
1438 created in the R'n'D sub-directory of the personal documents directory
1439 * added Windows message box to direct to "stderr.txt" after error aborts
1442 * improved general scrollbar handling (when jump-scrolling scrollbars)
1445 * changed scrollbars to always show last line as first after scrolling
1446 (that means jumping n - 1 screen lines instead of n screen lines)
1449 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1450 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1451 * fixed special handling of vertically stacked acid becoming fake acid
1454 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1455 affect multiple instances of the same CE, although this kind of
1456 change condition usually only affects one single custom element
1459 * version number set to 3.2.1
1462 * version 3.2.0 released
1465 * reorganized level editor element list a bit to match engines better
1468 * fixed newly introduced bug with wrongly initializing clipboard element
1471 * fixed bug with displaying visible/invisible level border in editor
1474 * reorganized some elements in the level editor element list
1477 * fixed bug with displaying any player as "yellow" when moving into acid
1478 * fixed bug with displaying running player when player stopped at border
1481 * fixed bug with player exploding when moving into acid
1482 * fixed bug with level settings being reset in editor and when playing
1483 (some compatibility settings being set not only after level loading)
1484 * fixed crash bug when number of custom graphic frames was set to zero
1485 * fixed bug with teleporting player on walkable tile not working anymore
1486 * added partial compatibility support for pre-release-only "CONF" chunk
1487 (to make Alan Bond's "color cycle" demo work again :-) )
1490 * fixed some bugs when displaying title screens from info screen menu
1491 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1494 * changed file major version to 3 to reflect level file format changes
1495 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1498 * added new chunk "NAME" to level file format for level name settings
1499 * added new chunk "NOTE" to level file format for envelope settings
1500 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1501 * updated magic(5) file to recognize changed and new level file chunks
1502 * removed change events "change when CE value/score changes" as unneeded
1505 * changed gravity (which only affects the player) from level property
1506 to player property (only makes a difference in multi-player levels)
1507 * added change events "change when CE value/score changes"
1508 * added change events "change when CE value/score changes of <element>"
1511 * added new chunk "INFO" to level file format for global level settings
1512 * added all element settings from "HEAD" chunk to "CONF" chunk
1513 * added all global level settings from "HEAD" chunk to "INFO" chunk
1516 * changed level file format by adding two new chunks "CUSX" (for custom
1517 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1518 elements, replacing the previous "GRP1" chunk); these new IFF style
1519 chunks use the new and flexible "micro chunks inside chunks" technique
1520 already used with the new "CONF" chunk (for normal element properties)
1521 which makes it possible to easily extend the existing level format
1522 (instead of using fixed-length chunks like before, which are either
1523 too big due to reserved bytes for future use, or too small when those
1524 reserved bytes have all been used and even more data should be stored,
1525 requiring the replacement by new and larger chunks just like it went
1526 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1529 * added credits pages to the "credits" section that were really missing
1530 * added some missing element descriptions to the level editor
1531 * added down position of switchgate switch to the level editor
1532 and allowed the use of both switch positions at the same time
1533 * changed use of "Insert" and "Delete" keys to navigate element list in
1534 level editor to start of previous or next cascading block of elements
1537 * added the possibility to view the title screen to the info screen menu
1538 * fixed some minor bugs with viewing title screens
1541 * fixed bug with title (cross)fading in/out when using fullscreen mode
1544 * fixed bug that forced re-defining of menu settings in local graphics
1545 config file which are already defined in existing base config file
1546 * fixed small bug that caused door sounds playing when music is enabled
1549 * added the possibility to define up to five title screens for each
1550 level set that are displayed after loading using (cross)fading in/out
1551 (this was added to display the various start images of the EMC sets)
1554 * added "CE score gets zero [of]" to custom element trigger conditions
1555 * added setup option to display element token name in level editor
1558 * added compatibility code for Juergen Bonhagen's menu artwork settings
1561 * fixed bug with displaying wrong animation frame 0 after CE changes
1562 * fixed bug with creating invisible elements when light switch is on
1565 * added selection between ECS and AGA graphics for EMC levels to setup
1568 * adjusted font handling for various narrow EMC style fonts
1571 * changed EM engine behaviour back to re-allow initial rolling springs
1574 * fixed handling of over-large selectboxes (less error-prone now)
1575 * fixed bug when creating GE with walkable element under the player
1578 * added use of "Insert" and "Delete" keys to navigate element list in
1579 level editor to start of custom elements or start of group elements
1580 * added virtual elements to access CE value and CE score of elements:
1581 - "CE value of triggering element"
1582 - "CE score of triggering element"
1583 - "CE value of current element"
1584 - "CE score of current element"
1587 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1590 * changed behaviour of network games with internal errors (because of
1591 different client frame counters) from immediately terminating R'n'D
1592 to displaying an error message requester and stopping only the game
1593 (also to prevent impression of crashes under non command-line runs)
1594 * fixed playing network games with the EMC engine (did not work before)
1595 * fixed bug with not scrolling the screen in multi-player mode with the
1596 focus on player 1 when all players are moving in different directions
1597 * fixed bug with keeping pointer to gadget even after its deallocation
1598 * fixed bug with allowing "focus on all players" in network games
1599 * fixed bug with player focus when playing tapes from network games
1602 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1605 * code cleanup for game action control for R'n'D and EMC game engine
1608 * fixed bug in multi-player movement with focus on both players
1609 * added option to control only the focussed player with all input
1612 * added player focus switching to level tape recording and re-playing
1615 * fixed some bugs in player focus switching in EMC and RND game engine
1618 * added special Supaplex animations for Murphy digging and snapping
1619 * added special Supaplex animations for Murphy being bored and sleeping
1622 * added four new yam yams with explicit start direction for EMC engine
1623 * fixed bug in src/libgame/text.c with printing text outside the window
1626 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1629 * added delayed ignition of EM style dynamite when used in R'n'D engine
1630 * added limited movement range to EMC engine when focus on all players
1633 * fixed bug with missing (zero) score values for native Supaplex levels
1636 * added "continuous snapping" (snapping many elements while holding the
1637 snap key pressed, without releasing the snap key after each element)
1638 as a new player setting for more compatibility with the classic games
1641 * finished scrolling for "focus on all players" in EMC graphics engine
1644 * level sets with "levels: 0" are ignored for levels, but not artwork
1645 * fixed bug when scanning empty level group directories (endless loop)
1648 * fixed bug with explosion graphic for player using "Murphy" graphic
1649 * fixed bug with explosion graphic if player leaves explosion in time
1650 * changed some descriptive text in setup menu to use medium-width font
1651 * added key shortcut settings for switching player focus to setup menu
1654 * fixed bug with random value initialization when recording tapes
1655 * fixed bug with playing single player tapes when team mode activated
1658 * fixed little bug when trying to switch to player that does not exist
1661 * added player switching (visual and quick) to R'n'D and EM game engine
1662 * added setup option to select visual or quick in-game player switching
1665 * added use of "Home" and "End" keys to handle element list in editor
1668 * fixed bug with adding score when playing tape with EMC game engine
1669 * added steel wall border for levels using EMC engine without border
1670 * finally fixed delayed scrolling in EMC engine also for small levels
1673 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1676 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1677 * fixed bug when displaying info element without action, but direction
1680 * fixed minor graphical problems with springs smashing and slurping
1681 (when using R'n'D style graphics instead of EMC style graphics)
1684 * added scroll delay (as configured in setup) to EMC graphics engine
1687 * improved screen redraw for EMC graphics engine (faster and smoother)
1688 * when not scrolling, do not redraw the whole playfield if not needed
1691 * added multi-player mode for EMC game engine (with up to four players)
1694 * added android (can clone elements) from EMC engine to R'n'D engine
1697 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1700 * added selectbox for initial player speed to player settings in editor
1703 * version 3.1.2 created that is basically version 3.1.1, but with a
1704 major bug fixed that prevented editing your own private levels
1705 * version 3.1.2 released
1708 * added magic ball (creates elements) from EMC engine to R'n'D engine
1711 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1714 * fixed bug when using "CE can leave behind <trigger element>"
1715 * added new change condition "(after/when) creation of <element>"
1716 * added new change condition "(after/when) digging <element>"
1717 * fixed bug accessing invalid gadget that caused crashes under Windows
1718 * deactivated new possibility for multiple CE changes per frame
1721 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1724 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1725 * fixed bug with not keeping CE value for moving CEs with only action
1726 * changed CE action selectboxes in editor to be only reset when needed
1729 * added option "use artwork from element" for custom player artwork
1730 * added option "use explosion from element" for player explosions
1733 * added cascaded element lists in the level editor
1734 * added persistence for cascaded element lists by "editorcascade.conf"
1735 * added dynamic element list with all elements used in current level
1736 * added possibility for multiple CE changes per frame (experimental)
1739 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1742 * changed "score for each 10 seconds/steps left" to "1 second/step"
1743 * added own score for collecting "extra time" instead of sharing it
1744 * added change events "switched by player" and "player switches <e>"
1745 * added change events "snapped by player" and "player snaps <e>"
1746 * added "set player artwork: <element choice>" to CE action options
1747 * added change event "move of <element>"
1750 * added "set player shield: off / normal / deadly" to CE action options
1751 * added new player option "use level start element" in level editor
1752 to set the correct focus at level start to elements from which the
1753 player is created later (this did not work before for cascaded CE
1754 changes resulting in creation of the player; it is now also possible
1755 to create the player from a yam yam which is smashed at level start)
1758 * added "set player speed: frozen (not moving)" to CE action options
1759 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1762 * added new player option "block snap field" (enabled by default) to
1763 make it possible to show a snapping animation like in Emerald Mine
1766 * added dynamic selectboxes to custom element action settings in editor
1767 * added "CE value" counter for custom elements (instead of "CE count")
1768 * added option to use the last "CE value" after custom element change
1769 * added option to use the "CE value" of other elements in CE actions
1770 * fixed odd behaviour when pressing time orb in levels w/o time limit
1771 * added checkbox "use time orb bug" for older levels that use this bug
1774 * added missing configuration settings for the following elements:
1775 - EL_TIMEGATE_SWITCH (time of open time gate)
1776 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1777 - EL_SHIELD_NORMAL (time of shield duration)
1778 - EL_SHIELD_DEADLY (time of shield duration)
1779 - EL_EXTRA_TIME (time added to level time)
1780 - EL_TIME_ORB_FULL (time added to level time)
1783 * added "wind direction" as a movement pattern for custom elements
1784 * added initial wind direction for balloon / custom elements to editor
1785 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1788 * added parameters for "game of life" and "biomaze" elements to editor
1791 * added level file chunk "CONF" for generic level and element settings
1794 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1797 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1798 * added sound action ".page[1]" to ".page[32]" for each CE change page
1801 * added image config suffix ".clone_from" to copy whole image settings
1802 * fixed bug with invalid ("undefined") CE settings in old level files
1805 * fixed graphical bug with smashing elements falling faster than player
1808 * fixed major bug which prevented private levels from being edited
1809 * fixed bug with precedence of general and special font definitions
1812 * fixed graphical bug with player animation when player moves slowly
1815 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1818 * fixed bug which prevented "global.num_toons: 0" from working
1821 * major code cleanup (removed all these annoying "#if 0" blocks)
1824 * added custom element actions for CE change page in level editor
1827 * fixed music initialization bug in init.c (thanks to David Binderman)
1828 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1829 (this bug must probably be fixed at other places, too)
1832 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1833 (should be '#include <SDL.h>' instead)
1836 * fixed bug which prevented "walkable from no direction" from working
1837 (due to compatibility code overwriting this setting after loading)
1840 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1843 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1844 * version 3.1.1 released
1847 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1848 on 64-bit architecture systems with LP64 data model
1851 * fixed bug with bombs not exploding when hitting the last level line
1852 (introduced after the release of 3.1.0)
1855 * added support for dumping small-sized level sketches from editor
1858 * added recognition of "trigger element" for "change digged element to"
1859 (this is not really what the "trigger element" was made for, but its
1860 use may seem obvious for leaving back digged elements unchanged)
1863 * fixed multiple warnings about failed joystick device initialization
1866 * fixed bug with dynamite dropped on top of just dropped custom element
1867 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1868 dynamite can still be dropped, but drop key must be released before
1871 * fixed bug with wrong start directory when started from file browser
1872 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1875 * fixed bug causing "change when impact" on player not working
1876 * fixed wrong priority of "hitting something" over "hitting <element>"
1877 * fixed wrong priority of "hit by something" over "hit by <element>"
1880 * fixed graphical bug which caused the player (being Murphy) to show
1881 collecting animations although the element was collected by penguin
1884 * fixed two bugs causing wrong door background graphics in system.c
1885 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1888 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1889 * added "no direction" to "walkable/passable from" selectbox options
1892 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1893 * in tape autoplay, not only report broken, but also missing tapes
1896 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1899 * fixed small bug with "linear" animation not working for active lamp
1902 * fixed bug with moving up despite gravity due to "block last field"
1903 * fixed small bug with wrong draw offset when typing name in main menu
1904 * when reading user names from "passwd", ignore data after first comma
1905 * when creating new "levelinfo.conf", only write some selected entries
1908 * fixed displaying "imported from/by" on preview with empty string
1909 * fixed ignoring draw offset for fonts used for level preview texts
1912 * fixed a delay problem with SDL and too many mouse motion events
1913 * added setup option "skip levels" and level skipping functionality
1916 * added move speed "not moving" for non-moving CEs, but with direction
1919 * fixed mapping of obsolete element token names in "editorsetup.conf"
1920 * fixed bug with sound "acid.splashing" treated as a loop sound
1921 * fixed some little sound bugs in native EM engine
1924 * fixed small bug when dragging scrollbars to end positions
1927 * added editor element descriptions written by Aaron Davidson
1930 * improved fallback handling when configured artwork is not available
1931 (now using default artwork instead of exiting when files not found)
1934 * fixed bug on level selection screen when dragging scrollbar
1937 * fixed bug which caused broken tapes when appending to EM engine tapes
1940 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1943 * added code to replace changed artwork config tokens with other tokens
1944 (needed for backwards compatibility, so that older tokens still work)
1947 * added native R'n'D graphics for some new EMC elements in EM engine
1950 * fixed some bugs in the EM engine integration code
1951 * changed EM engine code to allow diagonal movement
1952 * changed EM engine code to allow use of separate snap and drop keys
1955 * fixed some redraw bugs when using EM engine
1958 * fixed bug with not converting RND levels which are set to use native
1959 engine to native level structure when loading
1962 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1965 * version number set to 3.2.0
1968 * level data now reset to defaults after attempt to load invalid file
1971 * added use of "editorsetup.conf" for different level sets
1974 * added auto-detection for various types of Emerald Mine level files
1977 * fixed bug with scrollbars getting too small when list is very large
1980 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1983 * added most level editor configuration gadgets for new EMC elements
1986 * added more element and graphic definitions for new EMC elements
1989 * modified native EM engine to use integrated R'n'D sound system
1992 * added SDL support to graphics functions in native EM engine
1993 (by always using generic libgame interface functions)
1996 * fixed bug in frame synchronization in native EM engine
1999 * added code to convert levels between R'n'D and native EM engine
2002 * new Emerald Mine engine can now play levels selected in main menu
2005 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
2006 (which creates scaled down graphics for level editor and preview);
2007 there's still a memory leak somewhere in the artwork handling code
2008 * added "scale image up" functionality to X11 version of zoom function
2011 * first attempts to integrate new, native Emerald Mine Club engine
2014 * fixed bug in gadget code which caused reset of CEs in level editor
2015 (example: pressing 'b' [grab brush] on CE config page erased values)
2016 (solution: check if gadgets in ClickOnGadget() are really mapped)
2017 * improved level change detection in editor (settings now also checked)
2018 * fixed bug with "can move into acid" and "don't collide with" state
2021 * fixed maze runner style CEs to use the configured move delay value
2024 * added Aaron Davidson's tutorial level set to the "Tutorials" section
2027 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
2028 * fixed the above fix because it broke level set "machine" (*sigh*)
2029 * fixed random element placement in level editor to work as expected
2030 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
2033 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
2036 * fixed bug (missing array boundary check) which caused broken tapes
2037 * fixed bug (when loading level template) which caused broken levels
2038 * fixed bug with new block last field code when using non-yellow player
2041 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
2042 * internal change of how the player blocks the last field when moving
2043 * fixed blocking delay of last field for EM and SP style block delay
2044 * fixed bug where the player had to wait for the usual move delay after
2045 unsuccessfully trying to move, when he directly could move after that
2046 * the last two changes should make original Supaplex level 93 solvable
2047 * improved use of random number generator to make it less predictable
2048 * fixed behaviour of slippery SP elements to let slip left, then right
2051 * fixed bug with wrong door state after trying to quickload empty tape
2052 * fixed waste of static memory usage of the binary, making it smaller
2053 * fixed very little graphical bug in Supaplex explosion
2056 * version number set to 3.1.1
2059 * version 3.1.0 released
2062 * fixed bug with crash when writing user levelinfo.conf the first time
2065 * added option "convert LEVELDIR [NR]" to command line batch commands
2066 * re-converted Supaplex levels to apply latest engine fixes
2067 * changed "use graphic/sound of element" to "use graphic of element"
2068 due to compatibility problems with some levels ("bug machine" etc.)
2071 * fixed bug with CE change replacing player with same or other player
2074 * fixed bug with opaque font in envelope with background graphic when
2075 background graphic is not transparent itself
2078 * added "gravity on" and "gravity off" ports for Supaplex compatibility
2079 * corrected original Supaplex level loading code to use these new ports
2080 * also corrected Supaplex loader to auto-count infotrons if set to zero
2083 * fixed bug with missing initialization of "modified" flag for GEs
2086 * fixed bug that caused endless recursion loop when relocating player
2087 * fixed tape recorder bug in "step mode" when using "pause before end"
2088 * fixed tape recorder bug when changing from "warp forward" mode
2091 * fixed bug with "when touching" for pushed elements at last position
2094 * fixed bug that caused two activated toolbox buttons in level editor
2095 * fixed bug with exploding dynabomb under player due to other explosion
2098 * fixed bug with creating walkable custom element under player (again)
2099 * fixed bug with not copying explosion type when copying CEs in editor
2100 * fixed graphical bug when drawing player in setup menu (input devices)
2101 * fixed graphical bug when the player is pushing an accessible element
2102 * fixed bug with classic switchable elements triggering CE changes
2103 * fixed bug with entering/leaving walkable element in RelocatePlayer()
2104 * fixed crash bug when CE leaves behind the trigger player element
2107 * fixed bug with broken tubes after placing/exploding dynamite in them
2108 * fixed bug with exploding dynamite under player due to other explosion
2109 * fixed bug with not resetting push delay under certain circumstances
2112 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
2113 * added network multiplayer code for Windows (thanks to Niko Böhm)
2116 * added option "reachable despite gravity" for gravity movement
2117 * changed gravity movement of most classic walkable and passable
2118 elements back to "not reachable" (for compatibility reasons)
2121 * fixed (removed) "indestructible" / "can explode" dependency in editor
2122 * fixed (removed) "accessible inside" / "protected" dependency
2123 * fixed (removed) "step mode" / "shield time" dependency
2126 * fixed dynabombs exploding now into anything diggable
2127 * fixed Supaplex style gravity movement into buggy base now impossible
2128 * added pressing key "space" as valid action to select menu options
2131 * added "replace when walkable" to relocate player to walkable element
2132 * added "enter"/"leave" event for elements affected by relocation
2133 * fixed "direct"/"indirect" change order also for "when change" event
2134 * fixed graphical bug when pushing things from elements walkable inside
2137 * fixed graphic bug when player is snapping while moving in old levels
2138 * fixed bug when a moving custom element leaves a player element behind
2139 * fixed bug with mole not disappearing when moving into acid pool
2140 * fixed bug with incomplete path setting when using "--basepath" option
2141 * moving CE can now leave walkable elements behind under the player
2142 * when relocating, player can be set on walkable element now
2143 * fixed another gravity movement bug
2146 * uploaded pre-release (test) version 3.1.0-2 binary and source code
2149 * added "collectible" and "removable" to extended replacement types
2150 (where "removable" replaces "diggable" and "collectible" elements)
2151 * added "collectible & throwable" (to throw element to the next field)
2152 * fixed bug with CEs digging elements that are just about to explode
2153 * changed mouse cursor now always being visible when game is paused
2156 * added possibility to push/press accessible elements from a side that
2158 * fixed bug with not setting actual date when appending to tape
2161 * fixed bug with incorrectly initialized custom element editor graphics
2164 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
2165 - number of levels corrected from 18 to 17 in "levelinfo.conf"
2168 * fixed bug with destroyed robot wheel still attracting robots forever
2169 * fixed bug with time gate switch deactivating after robot wheel time
2170 (while the time gate itself is not affected by this misbehaviour)
2171 * changed behaviour of BD style amoeba to always get blocked by player
2172 (before it was different when there were non-BD elements in level)
2173 * fixed bug with player destroying indestructable elements with shield
2176 * added option to make growing elements grow into anything diggable
2177 (for the various amoeba types, biomaze and "game of life")
2180 * fixed bug with movable elements not moving after left behind by CEs
2181 * changed gravity movement to anything diggable, not only sand/base
2182 * optionally allowing passing to walkable element, not only empty space
2183 * added option "can pass to walkable element" for players
2184 * finally fixed gravity movement (hopefully)
2187 * fixed bug with movable elements not moving anymore after falling down
2190 * fixed another bug with custom elements digging and leaving elements
2191 * fixed bug with "along left/right side" and automatic start direction
2192 * trigger elements now also displayed when "more custom" deactivated
2193 * fixed bug with clipboard element initialized when loading new level
2194 * added option "drop delay" to set delay before dropping next element
2197 * uploaded pre-release (test) version 3.1.0-1 binary and source code
2200 * added copy and paste functions for custom change pages
2201 * enhanced graphical display and functionality of tape recorder
2202 * fixed bug with custom elements digging and leaving elements
2205 * added move speed faster than "very fast" for custom elements
2206 * fixed bug with 3+3 style explosions and missing border content
2207 * fixed little bug when copying custom elements in the editor
2208 * enhanced custom element changes by more side trigger actions
2211 * added option "no scrolling when relocating" for instant teleporting
2212 * uploaded pre-release (test) version 3.1.0-0 binary and source code
2215 * added trigger element and trigger player to use as target elements
2216 * added copy and paste functions for custom and group elements
2219 * fixed graphical bug when displaying explosion animations
2220 * fixed bug when appending to tapes, resulting in broken tapes
2221 * re-recorded a few tapes broken by fixing gravity checking bug
2224 * "can move into acid" property now for all elements independently
2225 * "can fall into acid" property for player stored in same bitfield now
2226 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
2227 * version number set to 3.1.0 (finally!)
2230 * changed tape recording to only record input, not programmed actions
2233 * fixed totally broken (every 8th frame skipped) step-by-step recording
2234 * fixed bug with requester not displayed when quick-loading interrupted
2235 * added option "can fall into acid (with gravity)" for players
2236 * fixed bug with player not falling when snapping down with gravity
2239 * fixed bug which messed up key config when using keypad number keys
2242 * fixed bug which allowed moving upwards even when gravity was active
2243 * fixed bug with missing error handling when dumping levels or tapes
2246 * added different colored editor graphics for Supaplex gravity tubes
2249 * fixed bug that allowed solvable tapes for unsolvable levels
2252 * use unlimited number of droppable elements when "count" set to zero
2253 * added option to use step limit instead of time limit for level
2256 * added player and change page as trigger for custom element change
2259 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
2262 * fixed bug with dark yamyam changing to acid when moving over acid
2263 * fixed handling of levels with more than 999 seconds level time
2264 (example: level 76 of "Denmine")
2267 * "spring push bug" reintroduced as configurable element property
2268 * fixed bug with missing properties for "mole"
2269 * fixed bug that showed up when fixing the above "mole" properties bug
2270 * added option "can move into acid" for all movable elements
2271 * fixed graphical bug for elements moving into acid
2272 * changed event handling to handle all pending events before going on
2275 * fixed bug which caused all CE change pages to be ignored which had
2276 the same change event, but used a different element side
2277 (reported by Simon Forsberg)
2279 * fixed bug which caused elements that can move and fall and that are
2280 transported by a conveyor belt to continue moving into that direction
2281 after leaving the conveyor belt, regardless of their own movement
2282 type; only elements which can not move are transported now
2283 (reported by Simon Forsberg)
2285 * fixed bug which could cause an array overflow in RelocatePlayer()
2286 (reported by Niko Böhm)
2288 * changed Emerald Mine style "passable / over" elements to "protected"
2289 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
2291 * added new option to select from which side a "walkable/passable"
2292 element can be entered
2295 * added explosion and ignition delay for elements that can explode
2298 * fixed bug which caused player not being protected against enemies
2299 when a CE was "walkable / inside" and was not "indestructible"
2300 * added "walkable/passable" fields to be "protected/unprotected"
2301 against enemies, even if not accessible "inside" but "over/under"
2304 * corrected move pattern to 32 bit and initial move direction to 8 bit
2307 * added second custom element base configuration page
2310 * added some special EMC mappings to Emerald Mine level loader
2311 (also covering previously unknown element in level 0 of "Bondmine 8")
2314 * added option to block last field when player is moving (for Supaplex)
2315 * adjusted push delay of Supaplex elements
2316 * removed delays for envelopes etc. when replaying with maximum speed
2317 * fixed bug when dropping element on a field that just changed to empty
2320 * fixed bug: infotrons can now smash yellow disks
2321 * fixed bug: when gravity active, port above player can now be entered
2322 * removed "one white dot" mouse pointer which irritated some people
2325 * added "choice type" for group element selection
2328 * fixed bug with initial invulnerability of non-yellow player
2331 * added level loader for loading native Supaplex packed levels
2332 (including multi-part levels like the "splvls99" levels)
2335 * fixed bug which allowed creating emeralds by escaping explosions
2338 * custom elements can change (limited) or leave (unlimited) elements
2339 * finally added multiple matches using group elements
2340 * added shortcut to dump brush (type ":DB" in editor) for use in forum
2343 * added new start movement type "previous" for continued CE movement
2344 * added new start movement type "random" for random CE movement start
2347 * added new element "sokoban_field_player" needed for Sokoban levels
2348 (thanks to Ed Booker for pointing this out!)
2351 * added elements that can be digged or left behind by custom elements
2354 * added group elements for multiple matches and random element creation
2357 * fixed some graphical errors displayed in old levels
2360 * fixed wrong double speed movement after passing closing gates
2363 * added level loader for loading native Emerald Mine levels
2366 * changes for "shooting" style CE movement
2369 * Happy New Year! ;-)
2372 * changed default snap/drop keys from left/right Shift to Control keys
2375 * fixed bug with dead player getting reanimated from custom element
2378 * fixed bug with wrong penguin graphics (when entering exit)
2381 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2384 * version number set to 3.0.9
2387 * version 3.0.8 released
2390 * added function checked_free()
2393 * fixed bug with double nut cracking sound
2394 (by eliminating "default element action sound" assignment in init.c)
2397 * fixed crash when no music info files are available
2400 * fixed boring and sleeping sounds
2403 * added "maze runner" and "maze hunter" movement types
2404 * added extended collision conditions for custom elements
2407 * added warnings for undefined token values in artwork config files
2410 * added menu entry for level set information to the info screen
2413 * fixed bug with wrong default impact sound for colored emeralds
2416 * added several sub-screens for the info screen
2417 * menu text now also clickable (not only blue/red sphere left of it)
2420 * added configurable "bored" and "sleeping" animations for the player
2421 * added "awakening" sound for player when waking up after sleeping
2424 * added "copy" and "exchange" functions for custom elements to editor
2427 * added configurable element animations for info screen
2430 * added configurable music credits for info screen
2433 * finally fixed tape recording when player is created from CE change
2436 * added "editorsetup.conf" for editor element list configuration
2439 * added "musicinfo.conf" for menu and level music configuration
2442 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2443 (that only showed up on Linux, but not on Windows systems)
2446 * fixed turning movement of butterflies and fireflies (no frame reset)
2447 * enhanced sniksnak turning movement (two steps instead of only one)
2450 * version number set to 3.0.8
2453 * version 3.0.7 released
2456 * fixed reset of player animation frame when, for example,
2457 walking, digging or collecting share the same animation
2458 * fixed CE with "deadly when touching" exploding when touching amoeba
2461 * fixed tape recording when player is created from CE element change
2464 * introduced "turning..." action graphic for elements with move delay
2465 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2466 * added turning animations for bug, spaceship and sniksnak
2469 * prevent "extended" changed elements from delay change in same frame
2472 * fixed bug when pushing element that can move away to the side
2473 (like pushing falling elements, but now with moving elements)
2476 * finally fixed serious bug in code for delayed element pushing (again)
2479 * unavailable setup options now marked as "n/a" instead of "off"
2480 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2481 to "true", levels are always played with the latest game engine,
2482 which is desired for levels that are imported from other games; all
2483 other levels are played with the engine version stored in level file
2484 (which is normally the engine version the level was created with)
2487 * fixed serious bug in code for delayed element pushing
2488 * fixed little bug in animation frame selection for pushed elements
2489 * speed-up of reading config file for verbose output
2492 * added configuration option for opening and closing Supaplex exit
2493 * added configuration option for moving up/down animation for Murphy
2494 * fixed incorrectly displayed animation for attacking dragon
2495 * fixed bug with not setting initial gravity for each new game
2496 * fixed bug with teleportation of player by custom element change
2497 * fixed bug with player not getting smashed by rock sometimes
2500 * version number set to 3.0.7
2503 * version 3.0.6 released
2506 * added support for MP3 music for SDL version through SMPEG library
2509 * fixed bug when initializing font graphic structure
2510 * fixed bug with animation mode "pingpong" when using only 1 frame
2511 * fixed bug with extended change target introduced in 3.0.5
2512 * fixed bug where passing over moving element doubles player speed
2513 * fixed bug with elements continuing to move into push direction
2514 * fixed bug with duplicated player when dropping bomb with shield on
2515 * added "switching" event for custom elements ("pressing" only once)
2516 * fixed switching bug (resetting flag when not switching but not idle)
2519 * fixed element tokens for certain file elements with ".active" etc.
2522 * version number set to 3.0.6
2525 * version 3.0.5 released
2528 * now four envelope elements available
2529 * font, background, animation and sound for envelope now configurable
2530 * main menu doors opening/closing animation type now configurable
2533 * active/inactive sides configurable for custom element changes
2534 * new movement type "move when pushed" available for custom elements
2537 * fixed bug in multiple config pages loader code that caused crashes
2540 * enhanced (remaining low-resolution) Supaplex graphics
2543 * version number set to 3.0.5
2546 * version 3.0.4 released
2548 2003-09-12 src/tools.c
2549 * fixed bug in custom definition of crumbled element graphics
2551 2003-09-11 src/files.c
2552 * fixed bug in multiple config pages code that caused crashes
2555 * version number set to 3.0.4
2558 * version 3.0.3 released
2561 * added music to Supaplex classic level set
2563 2003-09-07 src/libgame/misc.c
2564 * added support for loading various music formats through SDL_mixer
2566 2003-09-06 (various source files)
2567 * fixed several nasty bugs that may have caused crashes on some systems
2568 * added envelope content which gets displayed when collecting envelope
2569 * added multiple change event pages for custom elements
2571 2003-08-24 src/game.c
2572 * fixed problem with player animation when snapping and moving
2574 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2575 * fixed problem with flickering when drawing toon animations
2577 2003-08-23 src/libgame/sdl.c
2578 * fixed problem with setting mouse cursor in SDL version in fullscreen
2580 2003-08-23 src/game.c
2581 * fixed bug (missing array boundary check) which could crash the game
2584 * version number set to 3.0.3
2587 * version 3.0.2 released
2589 2003-08-21 src/game.c
2590 * fixed bug with creating inaccessible elements at player position
2592 2003-08-20 src/init.c
2593 * fixed bug with not finding current level artwork directory
2595 2003-08-20 src/files.c
2596 * fixed bug with choosing wrong engine version when playing tapes
2597 * fixed bug with messing up custom element properties in 3.0.0 levels
2600 * version number set to 3.0.2
2603 * version 3.0.1 released
2605 2003-08-17 (no source files affected)
2606 * changed all "classic" PCX image files with 16 colors or less to
2607 256 color (8 bit) storage format, because the Allegro game library
2608 cannot handle PCX files with less than 256 colors (contributed
2609 graphics are not affected and might look wrong in the DOS version)
2611 2003-08-16 src/init.c
2612 * fixed bug which (for example) crashed the level editor when defining
2613 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2614 (only set to default) -- invalid graphics now set to default graphic
2616 2003-08-16 src/init.c
2617 * fixed graphical bug of player digging/collecting/snapping element
2618 when no corresponding graphic/animation is defined for this action,
2619 resulting in player being drawn as EL_EMPTY (which should only be
2620 done to elements being collected, but not to the player)
2622 2003-08-16 src/game.c
2623 * fixed small graphical bug of player not totally moving into exit
2625 2003-08-16 src/libgame/setup.c
2626 * fixed bug with wrong MS-DOS 8.3 filename conversion
2628 2003-08-16 src/tools.c
2629 * fixed bug with invisible mouse cursor when pressing ESC while playing
2631 2003-08-16 (various source files)
2632 * added another 128 custom elements (disabled in editor by default)
2634 2003-08-16 src/editor.c
2635 * fixed NULL string bug causing Solaris to crash in sprintf()
2637 2003-08-16 src/screen.c
2638 * fixed drawing over scrollbar on level selection with custom fonts
2640 2003-08-15 src/game.c
2641 * cleanup of simple sounds / loop sounds / music settings
2643 2003-08-08 (various source files)
2644 * added custom element property for dropping collected elements
2646 2003-08-08 src/conf_gfx.c
2647 * fixed bug with missing graphic for active red disk bomb
2649 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2650 * extended variable "level.gravity" to "level.initial_gravity" and
2651 "game.current_gravity" to prevent level setting from being changed
2652 by playing the level (keeping the runtime value after playing)
2654 * fixed graphics bug when digging element that has 'crumbled' graphic
2655 definition, but not 'diggable' graphic definition
2658 * version number set to 3.0.1
2661 * version 3.0.0 released
2664 * various bug fixes; among others:
2665 - fixed bug with pushing spring over empty space
2666 - fixed bug with leaving tube while placing dynamite
2667 - fixed bug with explosion of smashed penguins
2668 - allow Murphy player graphic in levels with non-Supaplex elements
2672 * I have forgotten to document changes for some time
2675 * pre-release version 2.2.0rc1 released
2677 2002-08-25 src/libgame/setup.c, src/libgame/sound.c
2678 * Level series artwork now configurable via level series config file.
2679 "levelinfo.conf" may now contain directives "graphics_set",
2680 "sounds_set" and "music_set" to select artwork sets which are
2681 globally defined or which are included into other level series.
2684 * version number set to 2.1.2
2687 * version 2.1.1 released
2689 2002-08-10 src/libgame/system.h
2690 * Default "snap" and "bomb" keys for Mac OS X set to left control key
2691 and keypad enter key -- Macs seem not to distinguish between left
2692 and right modifier keys (both generate scan code for left key). :-(
2694 2002-08-10 src/libgame/sound.c
2695 * Fixed small NetBSD compilation bug.
2696 Thanks to Adam Ciarcinski for the bug report.
2698 2002-08-10 src/libgame/sound.c
2699 * Added support for audio device "/dev/sound/dsp" (devfs).
2700 Thanks to Christoph Bauer for the corresponding report.
2702 2002-08-10 src/libgame/sound.c
2703 * Bug fixed that caused regular crashes under SDL/Windows version.
2704 Mixer_InsertSound(): Always stop music before playing new music,
2705 else "mixer_active_channels" can get fucked up.
2706 Thanks to Keith Peterston for the bug report.
2709 * version number set to 2.1.1
2712 * version 2.1.0 released
2714 2002-05-31 src/libgame/image.c
2715 * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo"
2716 and "image" after converting loaded PCX image file to X11 Pixmap.
2717 This really showed up when reloading custom artwork several times.
2719 2002-05-20 src/libgame/sound.c
2720 * added support for 16 bit WAV sound files
2723 * version number set to 2.1.0
2725 2002-04-03 to 2002-05-19 (various source files)
2726 * graphics, sounds and music now fully configurable
2727 * bug fixed that prevented walking through tubes when gravity on
2728 * added support for TrueColor PCX graphics files
2729 * enhanced sound system (especially regarding stereo and loop sounds)
2731 2002-04-02 src/events.c, src/editor.c
2732 * Make Escape key less aggressive when playing or when editing level.
2733 This can be configured as an option in the setup menu. (Default is
2734 "less aggressive" which means "ask user if something can be lost"
2735 when pressing the Escape key.)
2737 2002-04-02 src/screen.c
2738 * Added "graphics setup" screen.
2740 2002-04-01 src/screen.c
2741 * Changed "choose level" setup screen stuff to be more generic (to
2742 make it easier to add more "choose from generic tree" setup screens).
2744 2002-04-01 src/config.c, src/timestamp.h
2745 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2746 automatically gets created by "src/Makefile" and contains an actual
2747 compile-time timestamp to identify development versions of the game).
2749 2002-04-01 src/libgame/misc.c
2750 * Added (currently incomplete) function "getKeyFromKeyName()" simply
2751 for orthogonality. When really needed, this function must be
2752 extended accordingly (analog to "getKeyFromX11KeyName()").
2754 2002-04-01 src/libgame/setup.c
2755 * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to
2756 "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name).
2757 (This was needed for custom key setup handling in "src/screens.c".)
2759 2002-03-31 src/tape.c, src/events.c
2760 * Added quick game/tape save/load functions to tape stuff which can be
2761 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2762 loads previously recorded tape and directly goes into recording mode
2763 from the end of the tape (therefore appending to the tape).
2765 2002-03-31 src/tape.c
2766 * Added "index mark" function to tape recorder. When playing or
2767 recording, "eject" button changes to "index" button. Setting index
2768 mark is not yet implemented, but pressing index button when playing
2769 allows very quick advancing to end of tape (when normal playing),
2770 very fast forward mode (when playing with normal fast forward) or
2771 very fast reaching of "pause before end of tape" (when playing with
2772 "pause before end" playing mode).
2774 2002-03-30 src/cartoons.c
2775 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2777 2002-03-30 src/libgame/toons.c
2778 * New libgame source file "toons.c" for the program independant part
2781 2002-03-29 src/screen.c
2782 * Changed setup screen stuff to be more generic (to make it easier
2783 to add more setup screens).
2785 2002-03-29 src/libgame/setup.c
2786 * Changed "LoadLevelInfoFromLevelDir()" so that not only directories
2787 with level sub-directories are recognized, but also directories
2788 that directly contain level files.
2790 2002-03-29 src/libgame/sound.c
2791 * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;".
2792 (This was a bug that showed up only when in mono audio mode.)
2794 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c
2795 * Changed image loading code to not exit on error, but set error by
2796 using "SetError()" accordingly. Image loading errors must now be
2797 catched by above layers (src/init.c for example).
2799 2002-03-24 src/libgame/misc.c
2800 * New functions "SetError()" and "GetError()" to provide more
2801 flexible error handling.
2803 2002-03-23 src/main.c, src/main.h
2804 * Various changes due to the introduction of the new libgame files
2805 "setup.c" and "joystick.c".
2807 2002-03-23 src/files.c
2808 * Generic parts of "src/files.c" (mainly setup and level directory
2809 stuff) moved to new libgame file "src/libgame/setup.c".
2811 2002-03-23 src/joystick.c
2812 * File "src/joystick.c" moved to libgame source tree, with
2813 correspondig changes.
2815 2002-03-23 src/libgame/system.c, src/libgame/system.h
2816 * Various changes due to the introduction of the new files "setup.c"
2819 2002-03-23 src/libgame/setup.c
2820 * New libgame source file "setup.c" that contains now most setup and
2821 level directory stuff previously handled in "src/files.c".
2823 2002-03-23 src/libgame/joystick.c
2824 * New libgame source file "joystick.c" that contains now all joystick
2825 stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds".
2827 2002-03-22 src/screens.c
2828 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2829 (Wrong level series information displayed when entering main group.)
2831 2002-03-22 src/editor.c
2832 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2834 2002-03-22 src/editor.c
2835 * Changed behaviour of "Escape" key in level editor to be more
2836 intuitive: When in "Element Properties" or "Level Info" mode,
2837 return to "Drawing Mode" instead of leaving the level editor.
2839 2002-03-22 src/libgame/misc.c, src/libgame/sound.c
2840 * Added command line option "-s" / "--sounds" and "-m" / "--music"
2841 to specify alternative sound and music directories. (The former
2842 shortcut "-s" for "--serveronly" has changed accordingly.)
2844 2002-03-22 src/libgame/gadgets.c
2845 * Added new gadget events for displaying gadget info texts:
2846 "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before,
2847 the info text callback function was only called when entering
2848 a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text
2849 was never erased. This can now be done by checking the event type
2850 in the info callback function.
2852 2002-03-21 src/game.c, src/editor.c, src/files.c
2853 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2854 gems (emeralds, diamonds, ...) slipping down from normal wall,
2855 steel wall and growing wall (as in E.M.C. style levels). Although
2856 the behaviour of contributed and private levels wasn't changed (due
2857 to the use of "level.game_version"; see previous entry), editing
2858 those levels will (of course) change the behaviour accordingly.
2860 This change seems a bit too hard after thinking about it, because
2861 the EM style behaviour is not the "expected" behaviour (gems would
2862 normally only slip down from "rounded" walls). Therefore this was
2863 now changed to an element property for gem style elements, with the
2864 default setting "off" (which means: no special EM style behaviour).
2865 To fix older converted levels, this flag is set to "on" for pre-2.0
2866 levels that are neither contributed nor private levels.
2868 2002-03-20 src/files.h
2869 * Corrected settings for "level.game_version" depending of level type.
2870 (Contributed and private levels always get played with game engine
2871 version they were created with, while converted levels always get
2872 played with the most recent version of the game engine, to let new
2873 corrections of the emulation behaviour take effect.)
2875 2002-03-20 src/main.h
2876 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2877 compiling the SDL version on some systems.
2878 Thanks to the several people who pointed this out.
2880 2002-03-20 src/libgame/gadgets.c
2881 * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)";
2882 this caused problems especially on PowerPC architecture (although
2883 it is wrong on i386 and other architectures, too)
2885 2002-03-20 src/libgame/pcx.c, src/libgame/image.c
2886 * Added support for loading and displaying true-color PCX files.
2888 2002-03-20 src/libgame/misc.c, src/libgame/x11.c
2889 * Added command line option "-g" / "--graphics" to specify an
2890 alternative graphics directory.
2893 * Version number set to 2.0.2.
2896 * Version 2.0.1 released.
2898 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c]
2899 * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code)
2900 to libgame source files; needed for SDL fullscreen bug workaround
2903 2002-03-18 src/screens.c
2904 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2906 2002-03-18 src/files.c [src/libgame/misc.c]
2907 * Moved some common functions from src/files.c to src/libgame/misc.c.
2909 2002-03-18 src/files.c [src/libgame/misc.c]
2910 * Changed permissions for new directories and saved files (especially
2911 score files) according to suggestions of Debian users and mantainers.
2912 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2914 2002-03-18 src/libgame/misc.c [src/files.c]
2915 * Moved some common functions from src/files.c to src/libgame/misc.c.
2917 2002-03-18 src/libgame/misc.c [src/files.c]
2918 * Changed permissions for new directories and saved files (especially
2919 score files) according to suggestions of Debian users and mantainers.
2920 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2922 2002-03-17 src/files.c
2923 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2924 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2925 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2926 for levels and "TAPE" for tapes). Old "cookie" style format is
2927 still supported for reading. New level and tape files are written
2930 * New IFF chunk "VERS" contains version numbers for file and game
2931 (where "game version" is the version of the program that wrote the
2932 file, and "file version" is a version number to distinguish files
2933 with different format, for example after adding new features).
2935 2002-03-17 src/libgame/sound.c
2936 * Bug in "StopMusic()" fixed: SDL_mixer functions may be called
2937 even when sound not available.
2938 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2940 2002-03-15 src/screen.c
2941 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2942 (Before, you heard a mixture of the in-game music and the
2943 hall-of-fame music.)
2945 2002-03-15 src/libgame/sound.c, src/libgame/platform.h
2946 * Added /dev/dsp (streaming audio) support for NetBSD (instead of the
2947 /dev/audio (ulaw) based Unix audio interface).
2948 Thanks to Krister Walfridsson <cato@df.lth.se> for the patches.
2950 2002-03-15 src/libgame/sdl.c
2951 * Workaround for fullscreen bug in WIN32 version of SDL (at least
2952 in the currently actual version 1.2.3) by using "standard" screen
2953 resolutions like 800x600 and mapping all input (mouse events) and
2954 output (screen drawing) accordingly.
2956 2002-03-14 src/events.c
2957 * Function "DumpTape()" (files.c) now available by pressing 't' from
2958 main menu (when in DEBUG mode).
2960 2002-03-14 src/game.c
2961 * "GameWon()": When game was won playing a tape, now there is no delay
2962 raising the score and no corresponding sound is played.
2964 2002-03-14 src/files.c
2965 * Changed "LoadTape()" for real chunk support and also adjusted
2966 "SaveTape()" accordingly.
2968 2002-03-14 src/game.c, src/tape.c, src/files.c
2969 * Important changes to tape format: The old tape format stored all
2970 actions with a real effect with a corresponding delay between the
2971 stored actions. This had some major disadvantages (for example,
2972 push delays had to be ignored, pressing a button for some seconds
2973 mutated to several single button presses because of the non-action
2974 delays between two action frames etc.). The new tape format just
2975 stupidly records all device actions and replays them later. I really
2976 don't know why I haven't solved it that way before?! Old-style tapes
2977 (with tape file version less than 2.0) get converted to the new
2978 format on-the-fly when loading and can therefore still be played;
2979 only some minor parts of the old-style tape handling code was needed.
2980 (A perfect conversion is not possible, because there is information
2981 missing about the device actions between two action frames.)
2983 2002-03-14 src/files.c
2984 * New function "DumpTape()" to dump the contents of the current tape
2985 in a human readable format.
2987 2002-03-14 src/game.c
2988 * Small tape bug fixed: When automatically advancing to next level
2989 after a game was won, the tape from the previous level still was
2990 loaded as a tape for the new level.
2992 2002-03-14 src/tape.c
2993 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2994 tape, cartoons did not get completely removed because
2995 StopAnimation() was not called.
2997 2002-03-13 src/files.c
2998 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2999 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
3000 size even when using 16-bit elements). Added new chunk "CNT2" for
3001 16-bit amoeba content (previously written in 8-bit field in "HEAD"
3002 chunk even when content was 16-bit element). "CNT2" should now be
3003 able to store content for arbitrary elements (up to eight blocks of
3004 3 x 3 element arrays). All "CNT2" elements will always be stored as
3005 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
3007 2002-03-13 src/files.c
3008 * Changed "LoadLevel()" for real chunk support.
3010 2002-03-12 src/game.c
3011 * Fixed problem (introduced after 2.0.0 release) with penguins
3012 not getting killed by enemies
3014 2002-02-28 src/libgame/sound.c
3015 * Fixed small problem with new SDL_Mixer 1.2.1:
3016 Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(),
3017 or it has no effect.
3019 2002-02-24 src/game.c, src/main.h
3020 * Added "player->is_moving"; now "player->last_move_dir" does
3021 not contain any information if the player is just moving at
3023 Before, "player->last_move_dir" was misused for this purpose
3024 for the robot stuff (robots don't kill players when they are
3025 moving). But setting "player->last_move_dir" to MV_NO_MOVING
3026 broke tapes when walking through pipes!
3027 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
3028 in a continuous movement. This fact is ignored for friends and