2 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
3 * internal change of how the player blocks the last field when moving
4 * fixed blocking delay of last field for EM and SP style block delay
5 * fixed bug where the player had to wait for the usual move delay after
6 unsuccessfully trying to move, when he directly could move after that
7 * the last two changes should make original Supaplex level 93 solvable
8 * improved use of random number generator to make it less predictable
11 * fixed bug with wrong door state after trying to quickload empty tape
12 * fixed waste of static memory usage of the binary, making it smaller
13 * fixed very little graphical bug in Supaplex explosion
16 * version number set to 3.1.1
19 * version 3.1.0 released
22 * fixed bug with crash when writing user levelinfo.conf the first time
25 * added option "convert LEVELDIR [NR]" to command line batch commands
26 * re-converted Supaplex levels to apply latest engine fixes
27 * changed "use graphic/sound of element" to "use graphic of element"
28 due to compatibility problems with some levels ("bug machine" etc.)
31 * fixed bug with CE change replacing player with same or other player
34 * fixed bug with opaque font in envelope with background graphic when
35 background graphic is not transparent itself
38 * added "gravity on" and "gravity off" ports for Supaplex compatibility
39 * corrected original Supaplex level loading code to use these new ports
40 * also corrected Supaplex loader to auto-count infotrons if set to zero
43 * fixed bug with missing initialization of "modified" flag for GEs
46 * fixed bug that caused endless recursion loop when relocating player
47 * fixed tape recorder bug in "step mode" when using "pause before end"
48 * fixed tape recorder bug when changing from "warp forward" mode
51 * fixed bug with "when touching" for pushed elements at last position
54 * fixed bug that caused two activated toolbox buttons in level editor
55 * fixed bug with exploding dynabomb under player due to other explosion
58 * fixed bug with creating walkable custom element under player (again)
59 * fixed bug with not copying explosion type when copying CEs in editor
60 * fixed graphical bug when drawing player in setup menu (input devices)
61 * fixed graphical bug when the player is pushing an accessible element
62 * fixed bug with classic switchable elements triggering CE changes
63 * fixed bug with entering/leaving walkable element in RelocatePlayer()
64 * fixed crash bug when CE leaves behind the trigger player element
67 * fixed bug with broken tubes after placing/exploding dynamite in them
68 * fixed bug with exploding dynamite under player due to other explosion
69 * fixed bug with not resetting push delay under certain circumstances
72 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
73 * added network multiplayer code for Windows (thanks to Niko Böhm)
76 * added option "reachable despite gravity" for gravity movement
77 * changed gravity movement of most classic walkable and passable
78 elements back to "not reachable" (for compatibility reasons)
81 * fixed (removed) "indestructible" / "can explode" dependency in editor
82 * fixed (removed) "accessible inside" / "protected" dependency
83 * fixed (removed) "step mode" / "shield time" dependency
86 * fixed dynabombs exploding now into anything diggable
87 * fixed Supaplex style gravity movement into buggy base now impossible
88 * added pressing key "space" as valid action to select menu options
91 * added "replace when walkable" to relocate player to walkable element
92 * added "enter"/"leave" event for elements affected by relocation
93 * fixed "direct"/"indirect" change order also for "when change" event
94 * fixed graphical bug when pushing things from elements walkable inside
97 * fixed graphic bug when player is snapping while moving in old levels
98 * fixed bug when a moving custom element leaves a player element behind
99 * fixed bug with mole not disappearing when moving into acid pool
100 * fixed bug with incomplete path setting when using "--basepath" option
101 * moving CE can now leave walkable elements behind under the player
102 * when relocating, player can be set on walkable element now
103 * fixed another gravity movement bug
106 * uploaded pre-release (test) version 3.1.0-2 binary and source code
109 * added "collectible" and "removable" to extended replacement types
110 (where "removable" replaces "diggable" and "collectible" elements)
111 * added "collectible & throwable" (to throw element to the next field)
112 * fixed bug with CEs digging elements that are just about to explode
113 * changed mouse cursor now always being visible when game is paused
116 * added possibility to push/press accessible elements from a side that
118 * fixed bug with not setting actual date when appending to tape
121 * fixed bug with incorrectly initialized custom element editor graphics
124 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
125 - number of levels corrected from 18 to 17 in "levelinfo.conf"
128 * fixed bug with destroyed robot wheel still attracting robots forever
129 * fixed bug with time gate switch deactivating after robot wheel time
130 (while the time gate itself is not affected by this misbehaviour)
131 * changed behaviour of BD style amoeba to always get blocked by player
132 (before it was different when there were non-BD elements in level)
133 * fixed bug with player destroying indestructable elements with shield
136 * added option to make growing elements grow into anything diggable
137 (for the various amoeba types, biomaze and "game of life")
140 * fixed bug with movable elements not moving after left behind by CEs
141 * changed gravity movement to anything diggable, not only sand/base
142 * optionally allowing passing to walkable element, not only empty space
143 * added option "can pass to walkable element" for players
144 * finally fixed gravity movement (hopefully)
147 * fixed bug with movable elements not moving anymore after falling down
150 * fixed another bug with custom elements digging and leaving elements
151 * fixed bug with "along left/right side" and automatic start direction
152 * trigger elements now also displayed when "more custom" deactivated
153 * fixed bug with clipboard element initialized when loading new level
154 * added option "drop delay" to set delay before dropping next element
157 * uploaded pre-release (test) version 3.1.0-1 binary and source code
160 * added copy and paste functions for custom change pages
161 * enhanced graphical display and functionality of tape recorder
162 * fixed bug with custom elements digging and leaving elements
165 * added move speed faster than "very fast" for custom elements
166 * fixed bug with 3+3 style explosions and missing border content
167 * fixed little bug when copying custom elements in the editor
168 * enhanced custom element changes by more side trigger actions
171 * added option "no scrolling when relocating" for instant teleporting
172 * uploaded pre-release (test) version 3.1.0-0 binary and source code
175 * added trigger element and trigger player to use as target elements
176 * added copy and paste functions for custom and group elements
179 * fixed graphical bug when displaying explosion animations
180 * fixed bug when appending to tapes, resulting in broken tapes
181 * re-recorded a few tapes broken by fixing gravity checking bug
184 * "can move into acid" property now for all elements independently
185 * "can fall into acid" property for player stored in same bitfield now
186 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
187 * version number set to 3.1.0 (finally!)
190 * changed tape recording to only record input, not programmed actions
193 * fixed totally broken (every 8th frame skipped) step-by-step recording
194 * fixed bug with requester not displayed when quick-loading interrupted
195 * added option "can fall into acid (with gravity)" for players
196 * fixed bug with player not falling when snapping down with gravity
199 * fixed bug which messed up key config when using keypad number keys
202 * fixed bug which allowed moving upwards even when gravity was active
203 * fixed bug with missing error handling when dumping levels or tapes
206 * added different colored editor graphics for Supaplex gravity tubes
209 * fixed bug that allowed solvable tapes for unsolvable levels
212 * use unlimited number of droppable elements when "count" set to zero
213 * added option to use step limit instead of time limit for level
216 * added player and change page as trigger for custom element change
219 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
222 * fixed bug with dark yamyam changing to acid when moving over acid
223 * fixed handling of levels with more than 999 seconds level time
224 (example: level 76 of "Denmine")
227 * "spring push bug" reintroduced as configurable element property
228 * fixed bug with missing properties for "mole"
229 * fixed bug that showed up when fixing the above "mole" properties bug
230 * added option "can move into acid" for all movable elements
231 * fixed graphical bug for elements moving into acid
232 * changed event handling to handle all pending events before going on
235 * fixed bug which caused all CE change pages to be ignored which had
236 the same change event, but used a different element side
237 (reported by Simon Forsberg)
239 * fixed bug which caused elements that can move and fall and that are
240 transported by a conveyor belt to continue moving into that direction
241 after leaving the conveyor belt, regardless of their own movement
242 type; only elements which can not move are transported now
243 (reported by Simon Forsberg)
245 * fixed bug which could cause an array overflow in RelocatePlayer()
246 (reported by Niko Böhm)
248 * changed Emerald Mine style "passable / over" elements to "protected"
249 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
251 * added new option to select from which side a "walkable/passable"
252 element can be entered
255 * added explosion and ignition delay for elements that can explode
258 * fixed bug which caused player not being protected against enemies
259 when a CE was "walkable / inside" and was not "indestructible"
260 * added "walkable/passable" fields to be "protected/unprotected"
261 against enemies, even if not accessible "inside" but "over/under"
264 * corrected move pattern to 32 bit and initial move direction to 8 bit
267 * added second custom element base configuration page
270 * added some special EMC mappings to Emerald Mine level loader
271 (also covering previously unknown element in level 0 of "Bondmine 8")
274 * added option to block last field when player is moving (for Supaplex)
275 * adjusted push delay of Supaplex elements
276 * removed delays for envelopes etc. when replaying with maximum speed
277 * fixed bug when dropping element on a field that just changed to empty
280 * fixed bug: infotrons can now smash yellow disks
281 * fixed bug: when gravity active, port above player can now be entered
282 * removed "one white dot" mouse pointer which irritated some people
285 * added "choice type" for group element selection
288 * fixed bug with initial invulnerability of non-yellow player
291 * added level loader for loading native Supaplex packed levels
292 (including multi-part levels like the "splvls99" levels)
295 * fixed bug which allowed creating emeralds by escaping explosions
298 * custom elements can change (limited) or leave (unlimited) elements
299 * finally added multiple matches using group elements
300 * added shortcut to dump brush (type ":DB" in editor) for use in forum
303 * added new start movement type "previous" for continued CE movement
304 * added new start movement type "random" for random CE movement start
307 * added new element "sokoban_field_player" needed for Sokoban levels
308 (thanks to Ed Booker for pointing this out!)
311 * added elements that can be digged or left behind by custom elements
314 * added group elements for multiple matches and random element creation
317 * fixed some graphical errors displayed in old levels
320 * fixed wrong double speed movement after passing closing gates
323 * added level loader for loading native Emerald Mine levels
326 * changes for "shooting" style CE movement
329 * Happy New Year! ;-)
332 * changed default snap/drop keys from left/right Shift to Control keys
335 * fixed bug with dead player getting reanimated from custom element
338 * fixed bug with wrong penguin graphics (when entering exit)
341 * fixed bug with wrong "Murphy" graphics (when digging etc.)
344 * version number set to 3.0.9
347 * version 3.0.8 released
350 * added function checked_free()
353 * fixed bug with double nut cracking sound
354 (by eliminating "default element action sound" assignment in init.c)
357 * fixed crash when no music info files are available
360 * fixed boring and sleeping sounds
363 * added "maze runner" and "maze hunter" movement types
364 * added extended collision conditions for custom elements
367 * added warnings for undefined token values in artwork config files
370 * added menu entry for level set information to the info screen
373 * fixed bug with wrong default impact sound for colored emeralds
376 * added several sub-screens for the info screen
377 * menu text now also clickable (not only blue/red sphere left of it)
380 * added configurable "bored" and "sleeping" animations for the player
381 * added "awakening" sound for player when waking up after sleeping
384 * added "copy" and "exchange" functions for custom elements to editor
387 * added configurable element animations for info screen
390 * added configurable music credits for info screen
393 * finally fixed tape recording when player is created from CE change
396 * added "editorsetup.conf" for editor element list configuration
399 * added "musicinfo.conf" for menu and level music configuration
402 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
403 (that only showed up on Linux, but not on Windows systems)
406 * fixed turning movement of butterflies and fireflies (no frame reset)
407 * enhanced sniksnak turning movement (two steps instead of only one)
410 * version number set to 3.0.8
413 * version 3.0.7 released
416 * fixed reset of player animation frame when, for example,
417 walking, digging or collecting share the same animation
418 * fixed CE with "deadly when touching" exploding when touching amoeba
421 * fixed tape recording when player is created from CE element change
424 * introduced "turning..." action graphic for elements with move delay
425 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
426 * added turning animations for bug, spaceship and sniksnak
429 * prevent "extended" changed elements from delay change in same frame
432 * fixed bug when pushing element that can move away to the side
433 (like pushing falling elements, but now with moving elements)
436 * finally fixed serious bug in code for delayed element pushing (again)
439 * unavailable setup options now marked as "n/a" instead of "off"
440 * new boolean directive "latest_engine" for "levelinfo.conf": when set
441 to "true", levels are always played with the latest game engine,
442 which is desired for levels that are imported from other games; all
443 other levels are played with the engine version stored in level file
444 (which is normally the engine version the level was created with)
447 * fixed serious bug in code for delayed element pushing
448 * fixed little bug in animation frame selection for pushed elements
449 * speed-up of reading config file for verbose output
452 * added configuration option for opening and closing Supaplex exit
453 * added configuration option for moving up/down animation for Murphy
454 * fixed incorrectly displayed animation for attacking dragon
455 * fixed bug with not setting initial gravity for each new game
456 * fixed bug with teleportation of player by custom element change
457 * fixed bug with player not getting smashed by rock sometimes
460 * version number set to 3.0.7
463 * version 3.0.6 released
466 * added support for MP3 music for SDL version through SMPEG library
469 * fixed bug when initializing font graphic structure
470 * fixed bug with animation mode "pingpong" when using only 1 frame
471 * fixed bug with extended change target introduced in 3.0.5
472 * fixed bug where passing over moving element doubles player speed
473 * fixed bug with elements continuing to move into push direction
474 * fixed bug with duplicated player when dropping bomb with shield on
475 * added "switching" event for custom elements ("pressing" only once)
476 * fixed switching bug (resetting flag when not switching but not idle)
479 * fixed element tokens for certain file elements with ".active" etc.
482 * version number set to 3.0.6
485 * version 3.0.5 released
488 * now four envelope elements available
489 * font, background, animation and sound for envelope now configurable
490 * main menu doors opening/closing animation type now configurable
493 * active/inactive sides configurable for custom element changes
494 * new movement type "move when pushed" available for custom elements
497 * fixed bug in multiple config pages loader code that caused crashes
500 * enhanced (remaining low-resolution) Supaplex graphics
503 * version number set to 3.0.5
506 * version 3.0.4 released
508 2003-09-12 src/tools.c
509 * fixed bug in custom definition of crumbled element graphics
511 2003-09-11 src/files.c
512 * fixed bug in multiple config pages code that caused crashes
515 * version number set to 3.0.4
518 * version 3.0.3 released
521 * added music to Supaplex classic level set
523 2003-09-07 src/libgame/misc.c
524 * added support for loading various music formats through SDL_mixer
526 2003-09-06 (various source files)
527 * fixed several nasty bugs that may have caused crashes on some systems
528 * added envelope content which gets displayed when collecting envelope
529 * added multiple change event pages for custom elements
531 2003-08-24 src/game.c
532 * fixed problem with player animation when snapping and moving
534 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
535 * fixed problem with flickering when drawing toon animations
537 2003-08-23 src/libgame/sdl.c
538 * fixed problem with setting mouse cursor in SDL version in fullscreen
540 2003-08-23 src/game.c
541 * fixed bug (missing array boundary check) which could crash the game
544 * version number set to 3.0.3
547 * version 3.0.2 released
549 2003-08-21 src/game.c
550 * fixed bug with creating inaccessible elements at player position
552 2003-08-20 src/init.c
553 * fixed bug with not finding current level artwork directory
555 2003-08-20 src/files.c
556 * fixed bug with choosing wrong engine version when playing tapes
557 * fixed bug with messing up custom element properties in 3.0.0 levels
560 * version number set to 3.0.2
563 * version 3.0.1 released
565 2003-08-17 (no source files affected)
566 * changed all "classic" PCX image files with 16 colors or less to
567 256 color (8 bit) storage format, because the Allegro game library
568 cannot handle PCX files with less than 256 colors (contributed
569 graphics are not affected and might look wrong in the DOS version)
571 2003-08-16 src/init.c
572 * fixed bug which (for example) crashed the level editor when defining
573 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
574 (only set to default) -- invalid graphics now set to default graphic
576 2003-08-16 src/init.c
577 * fixed graphical bug of player digging/collecting/snapping element
578 when no corresponding graphic/animation is defined for this action,
579 resulting in player being drawn as EL_EMPTY (which should only be
580 done to elements being collected, but not to the player)
582 2003-08-16 src/game.c
583 * fixed small graphical bug of player not totally moving into exit
585 2003-08-16 src/libgame/setup.c
586 * fixed bug with wrong MS-DOS 8.3 filename conversion
588 2003-08-16 src/tools.c
589 * fixed bug with invisible mouse cursor when pressing ESC while playing
591 2003-08-16 (various source files)
592 * added another 128 custom elements (disabled in editor by default)
594 2003-08-16 src/editor.c
595 * fixed NULL string bug causing Solaris to crash in sprintf()
597 2003-08-16 src/screen.c
598 * fixed drawing over scrollbar on level selection with custom fonts
600 2003-08-15 src/game.c
601 * cleanup of simple sounds / loop sounds / music settings
603 2003-08-08 (various source files)
604 * added custom element property for dropping collected elements
606 2003-08-08 src/conf_gfx.c
607 * fixed bug with missing graphic for active red disk bomb
609 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
610 * extended variable "level.gravity" to "level.initial_gravity" and
611 "game.current_gravity" to prevent level setting from being changed
612 by playing the level (keeping the runtime value after playing)
614 * fixed graphics bug when digging element that has 'crumbled' graphic
615 definition, but not 'diggable' graphic definition
618 * version number set to 3.0.1
621 * version 3.0.0 released
624 * various bug fixes; among others:
625 - fixed bug with pushing spring over empty space
626 - fixed bug with leaving tube while placing dynamite
627 - fixed bug with explosion of smashed penguins
628 - allow Murphy player graphic in levels with non-Supaplex elements
632 * I have forgotten to document changes for some time
635 * pre-release version 2.2.0rc1 released
638 * version number set to 2.1.2
641 * version 2.1.1 released
644 * version number set to 2.1.1
647 * version 2.1.0 released
650 * version number set to 2.1.0
652 2002-04-03 to 2002-05-19 (various source files)
653 * graphics, sounds and music now fully configurable
654 * bug fixed that prevented walking through tubes when gravity on
656 2002-04-02 src/events.c, src/editor.c
657 * Make Escape key less aggressive when playing or when editing level.
658 This can be configured as an option in the setup menu. (Default is
659 "less aggressive" which means "ask user if something can be lost"
660 when pressing the Escape key.)
662 2002-04-02 src/screen.c
663 * Added "graphics setup" screen.
665 2002-04-01 src/screen.c
666 * Changed "choose level" setup screen stuff to be more generic (to
667 make it easier to add more "choose from generic tree" setup screens).
669 2002-04-01 src/config.c, src/timestamp.h
670 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
671 automatically gets created by "src/Makefile" and contains an actual
672 compile-time timestamp to identify development versions of the game).
674 2002-03-31 src/tape.c, src/events.c
675 * Added quick game/tape save/load functions to tape stuff which can be
676 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
677 loads previously recorded tape and directly goes into recording mode
678 from the end of the tape (therefore appending to the tape).
680 2002-03-31 src/tape.c
681 * Added "index mark" function to tape recorder. When playing or
682 recording, "eject" button changes to "index" button. Setting index
683 mark is not yet implemented, but pressing index button when playing
684 allows very quick advancing to end of tape (when normal playing),
685 very fast forward mode (when playing with normal fast forward) or
686 very fast reaching of "pause before end of tape" (when playing with
687 "pause before end" playing mode).
689 2002-03-30 src/cartoons.c
690 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
692 2002-03-29 src/screen.c
693 * Changed setup screen stuff to be more generic (to make it easier
694 to add more setup screens).
696 2002-03-23 src/main.c, src/main.h
697 * Various changes due to the introduction of the new libgame files
698 "setup.c" and "joystick.c".
700 2002-03-23 src/files.c
701 * Generic parts of "src/files.c" (mainly setup and level directory
702 stuff) moved to new libgame file "src/libgame/setup.c".
704 2002-03-23 src/joystick.c
705 * File "src/joystick.c" moved to libgame source tree, with
706 correspondig changes.
708 2002-03-22 src/screens.c
709 * "HandleChooseLevel()": Another bug in level series navigation fixed.
710 (Wrong level series information displayed when entering main group.)
712 2002-03-22 src/editor.c
713 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
715 2002-03-22 src/editor.c
716 * Changed behaviour of "Escape" key in level editor to be more
717 intuitive: When in "Element Properties" or "Level Info" mode,
718 return to "Drawing Mode" instead of leaving the level editor.
720 2002-03-21 src/game.c, src/editor.c, src/files.c
721 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
722 gems (emeralds, diamonds, ...) slipping down from normal wall,
723 steel wall and growing wall (as in E.M.C. style levels). Although
724 the behaviour of contributed and private levels wasn't changed (due
725 to the use of "level.game_version"; see previous entry), editing
726 those levels will (of course) change the behaviour accordingly.
728 This change seems a bit too hard after thinking about it, because
729 the EM style behaviour is not the "expected" behaviour (gems would
730 normally only slip down from "rounded" walls). Therefore this was
731 now changed to an element property for gem style elements, with the
732 default setting "off" (which means: no special EM style behaviour).
733 To fix older converted levels, this flag is set to "on" for pre-2.0
734 levels that are neither contributed nor private levels.
736 2002-03-20 src/files.h
737 * Corrected settings for "level.game_version" depending of level type.
738 (Contributed and private levels always get played with game engine
739 version they were created with, while converted levels always get
740 played with the most recent version of the game engine, to let new
741 corrections of the emulation behaviour take effect.)
743 2002-03-20 src/main.h
744 * Added "#include <time.h>". This seems to be needed by "tape.c" for
745 compiling the SDL version on some systems.
746 Thanks to the several people who pointed this out.
749 * Version number set to 2.0.2.
752 * Version 2.0.1 released.
754 2002-03-18 src/screens.c
755 * "HandleChooseLevel()": Small bug in level series navigation fixed.
757 2002-03-18 src/files.c [src/libgame/misc.c]
758 * Moved some common functions from src/files.c to src/libgame/misc.c.
760 2002-03-18 src/files.c [src/libgame/misc.c]
761 * Changed permissions for new directories and saved files (especially
762 score files) according to suggestions of Debian users and mantainers.
763 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
765 2002-03-17 src/files.c
766 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
767 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
768 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
769 for levels and "TAPE" for tapes). Old "cookie" style format is
770 still supported for reading. New level and tape files are written
773 * New IFF chunk "VERS" contains version numbers for file and game
774 (where "game version" is the version of the program that wrote the
775 file, and "file version" is a version number to distinguish files
776 with different format, for example after adding new features).
778 2002-03-15 src/screen.c
779 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
780 (Before, you heard a mixture of the in-game music and the
783 2002-03-14 src/events.c
784 * Function "DumpTape()" (files.c) now available by pressing 't' from
785 main menu (when in DEBUG mode).
787 2002-03-14 src/game.c
788 * "GameWon()": When game was won playing a tape, now there is no delay
789 raising the score and no corresponding sound is played.
791 2002-03-14 src/files.c
792 * Changed "LoadTape()" for real chunk support and also adjusted
793 "SaveTape()" accordingly.
795 2002-03-14 src/game.c, src/tape.c, src/files.c
796 * Important changes to tape format: The old tape format stored all
797 actions with a real effect with a corresponding delay between the
798 stored actions. This had some major disadvantages (for example,
799 push delays had to be ignored, pressing a button for some seconds
800 mutated to several single button presses because of the non-action
801 delays between two action frames etc.). The new tape format just
802 stupidly records all device actions and replays them later. I really
803 don't know why I haven't solved it that way before?! Old-style tapes
804 (with tape file version less than 2.0) get converted to the new
805 format on-the-fly when loading and can therefore still be played;
806 only some minor parts of the old-style tape handling code was needed.
807 (A perfect conversion is not possible, because there is information
808 missing about the device actions between two action frames.)
810 2002-03-14 src/files.c
811 * New function "DumpTape()" to dump the contents of the current tape
812 in a human readable format.
814 2002-03-14 src/game.c
815 * Small tape bug fixed: When automatically advancing to next level
816 after a game was won, the tape from the previous level still was
817 loaded as a tape for the new level.
819 2002-03-14 src/tape.c
820 * Small graphical bug fixed: When pressing ""Record" or "Play" on
821 tape, cartoons did not get completely removed because
822 StopAnimation() was not called.
824 2002-03-13 src/files.c
825 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
826 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
827 size even when using 16-bit elements). Added new chunk "CNT2" for
828 16-bit amoeba content (previously written in 8-bit field in "HEAD"
829 chunk even when content was 16-bit element). "CNT2" should now be
830 able to store content for arbitrary elements (up to eight blocks of
831 3 x 3 element arrays). All "CNT2" elements will always be stored as
832 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
834 2002-03-13 src/files.c
835 * Changed "LoadLevel()" for real chunk support.
837 2002-03-12 src/game.c
838 * Fixed problem (introduced after 2.0.0 release) with penguins
839 not getting killed by enemies
841 2002-02-24 src/game.c, src/main.h
842 * Added "player->is_moving"; now "player->last_move_dir" does
843 not contain any information if the player is just moving at
845 Before, "player->last_move_dir" was misused for this purpose
846 for the robot stuff (robots don't kill players when they are
847 moving). But setting "player->last_move_dir" to MV_NO_MOVING
848 broke tapes when walking through pipes!
849 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
850 in a continuous movement. This fact is ignored for friends and