2 * fixed bug with movable elements not moving after left behind by CEs
5 * fixed bug with movable elements not moving anymore after falling down
8 * fixed another bug with custom elements digging and leaving elements
9 * fixed bug with "along left/right side" and automatic start direction
10 * trigger elements now also displayed when "more custom" deactivated
11 * fixed bug with clipboard element initialized when loading new level
12 * added option "drop delay" to set delay before dropping next element
15 * uploaded pre-release (test) version 3.1.0-1 binary and source code
18 * added copy and paste functions for custom change pages
19 * enhanced graphical display and functionality of tape recorder
20 * fixed bug with custom elements digging and leaving elements
23 * added move speed faster than "very fast" for custom elements
24 * fixed bug with 3+3 style explosions and missing border content
25 * fixed little bug when copying custom elements in the editor
26 * enhanced custom element changes by more side trigger actions
29 * added option "no scrolling when relocating" for instant teleporting
30 * uploaded pre-release (test) version 3.1.0-0 binary and source code
33 * added trigger element and trigger player to use as target elements
34 * added copy and paste functions for custom and group elements
37 * fixed graphical bug when displaying explosion animations
38 * fixed bug when appending to tapes, resulting in broken tapes
39 * re-recorded a few tapes broken by fixing gravity checking bug
42 * "can move into acid" property now for all elements independently
43 * "can fall into acid" property for player stored in same bitfield now
44 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
45 * version number set to 3.1.0 (finally!)
48 * changed tape recording to only record input, not programmed actions
51 * fixed totally broken (every 8th frame skipped) step-by-step recording
52 * fixed bug with requester not displayed when quick-loading interrupted
53 * added option "can fall into acid (with gravity)" for players
54 * fixed bug with player not falling when snapping down with gravity
57 * fixed bug which messed up key config when using keypad number keys
60 * fixed bug which allowed moving upwards even when gravity was active
61 * fixed bug with missing error handling when dumping levels or tapes
64 * added different colored editor graphics for Supaplex gravity tubes
67 * fixed bug that allowed solvable tapes for unsolvable levels
70 * use unlimited number of droppable elements when "count" set to zero
71 * added option to use step limit instead of time limit for level
74 * added player and change page as trigger for custom element change
77 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
80 * fixed bug with dark yamyam changing to acid when moving over acid
81 * fixed handling of levels with more than 999 seconds level time
82 (example: level 76 of "Denmine")
85 * "spring push bug" reintroduced as configurable element property
86 * fixed bug with missing properties for "mole"
87 * fixed bug that showed up when fixing the above "mole" properties bug
88 * added option "can move into acid" for all movable elements
89 * fixed graphical bug for elements moving into acid
90 * changed event handling to handle all pending events before going on
93 * fixed bug which caused all CE change pages to be ignored which had
94 the same change event, but used a different element side
95 (reported by Simon Forsberg)
97 * fixed bug which caused elements that can move and fall and that are
98 transported by a conveyor belt to continue moving into that direction
99 after leaving the conveyor belt, regardless of their own movement
100 type; only elements which can not move are transported now
101 (reported by Simon Forsberg)
103 * fixed bug which could cause an array overflow in RelocatePlayer()
104 (reported by Niko Böhm)
106 * changed Emerald Mine style "passable / over" elements to "protected"
107 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
109 * added new option to select from which side a "walkable/passable"
110 element can be entered
113 * added explosion and ignition delay for elements that can explode
116 * fixed bug which caused player not being protected against enemies
117 when a CE was "walkable / inside" and was not "indestructible"
118 * added "walkable/passable" fields to be "protected/unprotected"
119 against enemies, even if not accessible "inside" but "over/under"
122 * corrected move pattern to 32 bit and initial move direction to 8 bit
125 * added second custom element base configuration page
128 * added some special EMC mappings to Emerald Mine level loader
129 (also covering previously unknown element in level 0 of "Bondmine 8")
132 * added option to block last field when player is moving (for Supaplex)
133 * adjusted push delay of Supaplex elements
134 * removed delays for envelopes etc. when replaying with maximum speed
135 * fixed bug when dropping element on a field that just changed to empty
138 * fixed bug: infotrons can now smash yellow disks
139 * fixed bug: when gravity active, port above player can now be entered
140 * removed "one white dot" mouse pointer which irritated some people
143 * added "choice type" for group element selection
146 * fixed bug with initial invulnerability of non-yellow player
149 * added level loader for loading native Supaplex packed levels
150 (including multi-part levels like the "splvls99" levels)
153 * fixed bug which allowed creating emeralds by escaping explosions
156 * custom elements can change (limited) or leave (unlimited) elements
157 * finally added multiple matches using group elements
158 * added shortcut to dump brush (type ":DB" in editor) for use in forum
161 * added new start movement type "previous" for continued CE movement
162 * added new start movement type "random" for random CE movement start
165 * added new element "sokoban_field_player" needed for Sokoban levels
166 (thanks to Ed Booker for pointing this out!)
169 * added elements that can be digged or left behind by custom elements
172 * added group elements for multiple matches and random element creation
175 * fixed some graphical errors displayed in old levels
178 * fixed wrong double speed movement after passing closing gates
181 * added level loader for loading native Emerald Mine levels
184 * changes for "shooting" style CE movement
187 * Happy New Year! ;-)
190 * changed default snap/drop keys from left/right Shift to Control keys
193 * fixed bug with dead player getting reanimated from custom element
196 * fixed bug with wrong penguin graphics (when entering exit)
199 * fixed bug with wrong "Murphy" graphics (when digging etc.)
202 * version number set to 3.0.9
205 * version 3.0.8 released
208 * added function checked_free()
211 * fixed bug with double nut cracking sound
212 (by eliminating "default element action sound" assignment in init.c)
215 * fixed crash when no music info files are available
218 * fixed boring and sleeping sounds
221 * added "maze runner" and "maze hunter" movement types
222 * added extended collision conditions for custom elements
225 * added warnings for undefined token values in artwork config files
228 * added menu entry for level set information to the info screen
231 * fixed bug with wrong default impact sound for colored emeralds
234 * added several sub-screens for the info screen
235 * menu text now also clickable (not only blue/red sphere left of it)
238 * added configurable "bored" and "sleeping" animations for the player
239 * added "awakening" sound for player when waking up after sleeping
242 * added "copy" and "exchange" functions for custom elements to editor
245 * added configurable element animations for info screen
248 * added configurable music credits for info screen
251 * finally fixed tape recording when player is created from CE change
254 * added "editorsetup.conf" for editor element list configuration
257 * added "musicinfo.conf" for menu and level music configuration
260 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
261 (that only showed up on Linux, but not on Windows systems)
264 * fixed turning movement of butterflies and fireflies (no frame reset)
265 * enhanced sniksnak turning movement (two steps instead of only one)
268 * version number set to 3.0.8
271 * version 3.0.7 released
274 * fixed reset of player animation frame when, for example,
275 walking, digging or collecting share the same animation
276 * fixed CE with "deadly when touching" exploding when touching amoeba
279 * fixed tape recording when player is created from CE element change
282 * introduced "turning..." action graphic for elements with move delay
283 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
284 * added turning animations for bug, spaceship and sniksnak
287 * prevent "extended" changed elements from delay change in same frame
290 * fixed bug when pushing element that can move away to the side
291 (like pushing falling elements, but now with moving elements)
294 * finally fixed serious bug in code for delayed element pushing (again)
297 * unavailable setup options now marked as "n/a" instead of "off"
298 * new boolean directive "latest_engine" for "levelinfo.conf": when set
299 to "true", levels are always played with the latest game engine,
300 which is desired for levels that are imported from other games; all
301 other levels are played with the engine version stored in level file
302 (which is normally the engine version the level was created with)
305 * fixed serious bug in code for delayed element pushing
306 * fixed little bug in animation frame selection for pushed elements
307 * speed-up of reading config file for verbose output
310 * added configuration option for opening and closing Supaplex exit
311 * added configuration option for moving up/down animation for Murphy
312 * fixed incorrectly displayed animation for attacking dragon
313 * fixed bug with not setting initial gravity for each new game
314 * fixed bug with teleportation of player by custom element change
315 * fixed bug with player not getting smashed by rock sometimes
318 * version number set to 3.0.7
321 * version 3.0.6 released
324 * added support for MP3 music for SDL version through SMPEG library
327 * fixed bug when initializing font graphic structure
328 * fixed bug with animation mode "pingpong" when using only 1 frame
329 * fixed bug with extended change target introduced in 3.0.5
330 * fixed bug where passing over moving element doubles player speed
331 * fixed bug with elements continuing to move into push direction
332 * fixed bug with duplicated player when dropping bomb with shield on
333 * added "switching" event for custom elements ("pressing" only once)
334 * fixed switching bug (resetting flag when not switching but not idle)
337 * fixed element tokens for certain file elements with ".active" etc.
340 * version number set to 3.0.6
343 * version 3.0.5 released
346 * now four envelope elements available
347 * font, background, animation and sound for envelope now configurable
348 * main menu doors opening/closing animation type now configurable
351 * active/inactive sides configurable for custom element changes
352 * new movement type "move when pushed" available for custom elements
355 * fixed bug in multiple config pages loader code that caused crashes
358 * enhanced (remaining low-resolution) Supaplex graphics
361 * version number set to 3.0.5
364 * version 3.0.4 released
366 2003-09-12 src/tools.c
367 * fixed bug in custom definition of crumbled element graphics
369 2003-09-11 src/files.c
370 * fixed bug in multiple config pages code that caused crashes
373 * version number set to 3.0.4
376 * version 3.0.3 released
379 * added music to Supaplex classic level set
381 2003-09-07 src/libgame/misc.c
382 * added support for loading various music formats through SDL_mixer
384 2003-09-06 (various source files)
385 * fixed several nasty bugs that may have caused crashes on some systems
386 * added envelope content which gets displayed when collecting envelope
387 * added multiple change event pages for custom elements
389 2003-08-24 src/game.c
390 * fixed problem with player animation when snapping and moving
392 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
393 * fixed problem with flickering when drawing toon animations
395 2003-08-23 src/libgame/sdl.c
396 * fixed problem with setting mouse cursor in SDL version in fullscreen
398 2003-08-23 src/game.c
399 * fixed bug (missing array boundary check) which could crash the game
402 * version number set to 3.0.3
405 * version 3.0.2 released
407 2003-08-21 src/game.c
408 * fixed bug with creating inaccessible elements at player position
410 2003-08-20 src/init.c
411 * fixed bug with not finding current level artwork directory
413 2003-08-20 src/files.c
414 * fixed bug with choosing wrong engine version when playing tapes
415 * fixed bug with messing up custom element properties in 3.0.0 levels
418 * version number set to 3.0.2
421 * version 3.0.1 released
423 2003-08-17 (no source files affected)
424 * changed all "classic" PCX image files with 16 colors or less to
425 256 color (8 bit) storage format, because the Allegro game library
426 cannot handle PCX files with less than 256 colors (contributed
427 graphics are not affected and might look wrong in the DOS version)
429 2003-08-16 src/init.c
430 * fixed bug which (for example) crashed the level editor when defining
431 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
432 (only set to default) -- invalid graphics now set to default graphic
434 2003-08-16 src/init.c
435 * fixed graphical bug of player digging/collecting/snapping element
436 when no corresponding graphic/animation is defined for this action,
437 resulting in player being drawn as EL_EMPTY (which should only be
438 done to elements being collected, but not to the player)
440 2003-08-16 src/game.c
441 * fixed small graphical bug of player not totally moving into exit
443 2003-08-16 src/libgame/setup.c
444 * fixed bug with wrong MS-DOS 8.3 filename conversion
446 2003-08-16 src/tools.c
447 * fixed bug with invisible mouse cursor when pressing ESC while playing
449 2003-08-16 (various source files)
450 * added another 128 custom elements (disabled in editor by default)
452 2003-08-16 src/editor.c
453 * fixed NULL string bug causing Solaris to crash in sprintf()
455 2003-08-16 src/screen.c
456 * fixed drawing over scrollbar on level selection with custom fonts
458 2003-08-15 src/game.c
459 * cleanup of simple sounds / loop sounds / music settings
461 2003-08-08 (various source files)
462 * added custom element property for dropping collected elements
464 2003-08-08 src/conf_gfx.c
465 * fixed bug with missing graphic for active red disk bomb
467 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
468 * extended variable "level.gravity" to "level.initial_gravity" and
469 "game.current_gravity" to prevent level setting from being changed
470 by playing the level (keeping the runtime value after playing)
472 * fixed graphics bug when digging element that has 'crumbled' graphic
473 definition, but not 'diggable' graphic definition
476 * version number set to 3.0.1
479 * version 3.0.0 released
482 * various bug fixes; among others:
483 - fixed bug with pushing spring over empty space
484 - fixed bug with leaving tube while placing dynamite
485 - fixed bug with explosion of smashed penguins
486 - allow Murphy player graphic in levels with non-Supaplex elements
490 * I have forgotten to document changes for some time
493 * pre-release version 2.2.0rc1 released
496 * version number set to 2.1.2
499 * version 2.1.1 released
502 * version number set to 2.1.1
505 * version 2.1.0 released
508 * version number set to 2.1.0
510 2002-04-03 to 2002-05-19 (various source files)
511 * graphics, sounds and music now fully configurable
512 * bug fixed that prevented walking through tubes when gravity on
514 2002-04-02 src/events.c, src/editor.c
515 * Make Escape key less aggressive when playing or when editing level.
516 This can be configured as an option in the setup menu. (Default is
517 "less aggressive" which means "ask user if something can be lost"
518 when pressing the Escape key.)
520 2002-04-02 src/screen.c
521 * Added "graphics setup" screen.
523 2002-04-01 src/screen.c
524 * Changed "choose level" setup screen stuff to be more generic (to
525 make it easier to add more "choose from generic tree" setup screens).
527 2002-04-01 src/config.c, src/timestamp.h
528 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
529 automatically gets created by "src/Makefile" and contains an actual
530 compile-time timestamp to identify development versions of the game).
532 2002-03-31 src/tape.c, src/events.c
533 * Added quick game/tape save/load functions to tape stuff which can be
534 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
535 loads previously recorded tape and directly goes into recording mode
536 from the end of the tape (therefore appending to the tape).
538 2002-03-31 src/tape.c
539 * Added "index mark" function to tape recorder. When playing or
540 recording, "eject" button changes to "index" button. Setting index
541 mark is not yet implemented, but pressing index button when playing
542 allows very quick advancing to end of tape (when normal playing),
543 very fast forward mode (when playing with normal fast forward) or
544 very fast reaching of "pause before end of tape" (when playing with
545 "pause before end" playing mode).
547 2002-03-30 src/cartoons.c
548 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
550 2002-03-29 src/screen.c
551 * Changed setup screen stuff to be more generic (to make it easier
552 to add more setup screens).
554 2002-03-23 src/main.c, src/main.h
555 * Various changes due to the introduction of the new libgame files
556 "setup.c" and "joystick.c".
558 2002-03-23 src/files.c
559 * Generic parts of "src/files.c" (mainly setup and level directory
560 stuff) moved to new libgame file "src/libgame/setup.c".
562 2002-03-23 src/joystick.c
563 * File "src/joystick.c" moved to libgame source tree, with
564 correspondig changes.
566 2002-03-22 src/screens.c
567 * "HandleChooseLevel()": Another bug in level series navigation fixed.
568 (Wrong level series information displayed when entering main group.)
570 2002-03-22 src/editor.c
571 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
573 2002-03-22 src/editor.c
574 * Changed behaviour of "Escape" key in level editor to be more
575 intuitive: When in "Element Properties" or "Level Info" mode,
576 return to "Drawing Mode" instead of leaving the level editor.
578 2002-03-21 src/game.c, src/editor.c, src/files.c
579 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
580 gems (emeralds, diamonds, ...) slipping down from normal wall,
581 steel wall and growing wall (as in E.M.C. style levels). Although
582 the behaviour of contributed and private levels wasn't changed (due
583 to the use of "level.game_version"; see previous entry), editing
584 those levels will (of course) change the behaviour accordingly.
586 This change seems a bit too hard after thinking about it, because
587 the EM style behaviour is not the "expected" behaviour (gems would
588 normally only slip down from "rounded" walls). Therefore this was
589 now changed to an element property for gem style elements, with the
590 default setting "off" (which means: no special EM style behaviour).
591 To fix older converted levels, this flag is set to "on" for pre-2.0
592 levels that are neither contributed nor private levels.
594 2002-03-20 src/files.h
595 * Corrected settings for "level.game_version" depending of level type.
596 (Contributed and private levels always get played with game engine
597 version they were created with, while converted levels always get
598 played with the most recent version of the game engine, to let new
599 corrections of the emulation behaviour take effect.)
601 2002-03-20 src/main.h
602 * Added "#include <time.h>". This seems to be needed by "tape.c" for
603 compiling the SDL version on some systems.
604 Thanks to the several people who pointed this out.
607 * Version number set to 2.0.2.
610 * Version 2.0.1 released.
612 2002-03-18 src/screens.c
613 * "HandleChooseLevel()": Small bug in level series navigation fixed.
615 2002-03-18 src/files.c [src/libgame/misc.c]
616 * Moved some common functions from src/files.c to src/libgame/misc.c.
618 2002-03-18 src/files.c [src/libgame/misc.c]
619 * Changed permissions for new directories and saved files (especially
620 score files) according to suggestions of Debian users and mantainers.
621 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
623 2002-03-17 src/files.c
624 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
625 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
626 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
627 for levels and "TAPE" for tapes). Old "cookie" style format is
628 still supported for reading. New level and tape files are written
631 * New IFF chunk "VERS" contains version numbers for file and game
632 (where "game version" is the version of the program that wrote the
633 file, and "file version" is a version number to distinguish files
634 with different format, for example after adding new features).
636 2002-03-15 src/screen.c
637 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
638 (Before, you heard a mixture of the in-game music and the
641 2002-03-14 src/events.c
642 * Function "DumpTape()" (files.c) now available by pressing 't' from
643 main menu (when in DEBUG mode).
645 2002-03-14 src/game.c
646 * "GameWon()": When game was won playing a tape, now there is no delay
647 raising the score and no corresponding sound is played.
649 2002-03-14 src/files.c
650 * Changed "LoadTape()" for real chunk support and also adjusted
651 "SaveTape()" accordingly.
653 2002-03-14 src/game.c, src/tape.c, src/files.c
654 * Important changes to tape format: The old tape format stored all
655 actions with a real effect with a corresponding delay between the
656 stored actions. This had some major disadvantages (for example,
657 push delays had to be ignored, pressing a button for some seconds
658 mutated to several single button presses because of the non-action
659 delays between two action frames etc.). The new tape format just
660 stupidly records all device actions and replays them later. I really
661 don't know why I haven't solved it that way before?! Old-style tapes
662 (with tape file version less than 2.0) get converted to the new
663 format on-the-fly when loading and can therefore still be played;
664 only some minor parts of the old-style tape handling code was needed.
665 (A perfect conversion is not possible, because there is information
666 missing about the device actions between two action frames.)
668 2002-03-14 src/files.c
669 * New function "DumpTape()" to dump the contents of the current tape
670 in a human readable format.
672 2002-03-14 src/game.c
673 * Small tape bug fixed: When automatically advancing to next level
674 after a game was won, the tape from the previous level still was
675 loaded as a tape for the new level.
677 2002-03-14 src/tape.c
678 * Small graphical bug fixed: When pressing ""Record" or "Play" on
679 tape, cartoons did not get completely removed because
680 StopAnimation() was not called.
682 2002-03-13 src/files.c
683 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
684 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
685 size even when using 16-bit elements). Added new chunk "CNT2" for
686 16-bit amoeba content (previously written in 8-bit field in "HEAD"
687 chunk even when content was 16-bit element). "CNT2" should now be
688 able to store content for arbitrary elements (up to eight blocks of
689 3 x 3 element arrays). All "CNT2" elements will always be stored as
690 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
692 2002-03-13 src/files.c
693 * Changed "LoadLevel()" for real chunk support.
695 2002-03-12 src/game.c
696 * Fixed problem (introduced after 2.0.0 release) with penguins
697 not getting killed by enemies
699 2002-02-24 src/game.c, src/main.h
700 * Added "player->is_moving"; now "player->last_move_dir" does
701 not contain any information if the player is just moving at
703 Before, "player->last_move_dir" was misused for this purpose
704 for the robot stuff (robots don't kill players when they are
705 moving). But setting "player->last_move_dir" to MV_NO_MOVING
706 broke tapes when walking through pipes!
707 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
708 in a continuous movement. This fact is ignored for friends and