2 * changed tape recording to only record input, not programmed actions
3 * YET TO COME ... added option ... for sp_sniksnak and sp_electron
6 * fixed totally broken (every 8th frame skipped) step-by-step recording
7 * fixed bug with requester not displayed when quick-loading interrupted
8 * added option "can fall into acid (with gravity)" for player elements
9 * fixed bug with player not falling when snapping down with gravity
12 * fixed bug which messed up key config when using keypad number keys
15 * fixed bug which allowed moving upwards even when gravity was active
16 * fixed bug with missing error handling when dumping levels or tapes
19 * added different colored editor graphics for Supaplex gravity tubes
22 * fixed bug that allowed solvable tapes for unsolvable levels
25 * use unlimited number of droppable elements when "count" set to zero
26 * added option to use step limit instead of time limit for level
29 * added player and change page as trigger for custom element change
32 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
35 * fixed bug with dark yamyam changing to acid when moving over acid
36 * fixed handling of levels with more than 999 seconds level time
37 (example: level 76 of "Denmine")
40 * "spring push bug" reintroduced as configurable element property
41 * fixed bug with missing properties for "mole"
42 * fixed bug that showed up when fixing the above "mole" properties bug
43 * added option "can move into acid" for all movable elements
44 * fixed graphical bug for elements moving into acid
45 * changed event handling to handle all pending events before going on
48 * fixed bug which caused all CE change pages to be ignored which had
49 the same change event, but used a different element side
50 (reported by Simon Forsberg)
52 * fixed bug which caused elements that can move and fall and that are
53 transported by a conveyor belt to continue moving into that direction
54 after leaving the conveyor belt, regardless of their own movement
55 type; only elements which can not move are transported now
56 (reported by Simon Forsberg)
58 * fixed bug which could cause an array overflow in RelocatePlayer()
59 (reported by Niko Böhm)
61 * changed Emerald Mine style "passable / over" elements to "protected"
62 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
64 * added new option to select from which side a "walkable/passable"
65 element can be entered
68 * added explosion and ignition delay for elements that can explode
71 * fixed bug which caused player not being protected against enemies
72 when a CE was "walkable / inside" and was not "indestructible"
73 * added "walkable/passable" fields to be "protected/unprotected"
74 against enemies, even if not accessible "inside" but "over/under"
77 * corrected move pattern to 32 bit and initial move direction to 8 bit
80 * added second custom element base configuration page
83 * added some special EMC mappings to Emerald Mine level loader
84 (also covering previously unknown element in level 0 of "Bondmine 8")
87 * added option to block last field when player is moving (for Supaplex)
88 * adjusted push delay of Supaplex elements
89 * removed delays for envelopes etc. when replaying with maximum speed
90 * fixed bug when dropping element on a field that just changed to empty
93 * fixed bug: infotrons can now smash yellow disks
94 * fixed bug: when gravity active, port above player can now be entered
95 * removed "one white dot" mouse pointer which irritated some people
98 * added "choice type" for group element selection
101 * fixed bug with initial invulnerability of non-yellow player
104 * added level loader for loading native Supaplex packed levels
105 (including multi-part levels like the "splvls99" levels)
108 * fixed bug which allowed creating emeralds by escaping explosions
111 * custom elements can change (limited) or leave (unlimited) elements
112 * finally added multiple matches using group elements
113 * added shortcut to dump brush (type ":DB" in editor) for use in forum
116 * added new start movement type "previous" for continued CE movement
117 * added new start movement type "random" for random CE movement start
120 * added new element "sokoban_field_player" needed for Sokoban levels
121 (thanks to Ed Booker for pointing this out!)
124 * added elements that can be digged or left behind by custom elements
127 * added group elements for multiple matches and random element creation
130 * fixed some graphical errors displayed in old levels
133 * fixed wrong double speed movement after passing closing gates
136 * added level loader for loading native Emerald Mine levels
139 * changes for "shooting" style CE movement
142 * Happy New Year! ;-)
145 * changed default snap/drop keys from left/right Shift to Control keys
148 * fixed bug with dead player getting reanimated from custom element
151 * fixed bug with wrong penguin graphics (when entering exit)
154 * fixed bug with wrong "Murphy" graphics (when digging etc.)
157 * Version number set to 3.0.9.
160 * Version 3.0.8 released.
163 * added function checked_free()
166 * fixed bug with double nut cracking sound
167 (by eliminating "default element action sound" assignment in init.c)
170 * fixed crash when no music info files are available
173 * fixed boring and sleeping sounds
176 * added "maze runner" and "maze hunter" movement types
177 * added extended collision conditions for custom elements
180 * added warnings for undefined token values in artwork config files
183 * added menu entry for level set information to the info screen
186 * fixed bug with wrong default impact sound for colored emeralds
189 * added several sub-screens for the info screen
190 * menu text now also clickable (not only blue/red sphere left of it)
193 * added configurable "bored" and "sleeping" animations for the player
194 * added "awakening" sound for player when waking up after sleeping
197 * added "copy" and "exchange" functions for custom elements to editor
200 * added configurable element animations for info screen
203 * added configurable music credits for info screen
206 * finally fixed tape recording when player is created from CE change
209 * added "editorsetup.conf" for editor element list configuration
212 * added "musicinfo.conf" for menu and level music configuration
215 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
216 (that only showed up on Linux, but not on Windows systems)
219 * fixed turning movement of butterflies and fireflies (no frame reset)
220 * enhanced sniksnak turning movement (two steps instead of only one)
223 * Version number set to 3.0.8.
226 * Version 3.0.7 released.
229 * fixed reset of player animation frame when, for example,
230 walking, digging or collecting share the same animation
231 * fixed CE with "deadly when touching" exploding when touching amoeba
234 * fixed tape recording when player is created from CE element change
237 * introduced "turning..." action graphic for elements with move delay
238 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
239 * added turning animations for bug, spaceship and sniksnak
242 * prevent "extended" changed elements from delay change in same frame
245 * fixed bug when pushing element that can move away to the side
246 (like pushing falling elements, but now with moving elements)
249 * finally fixed serious bug in code for delayed element pushing (again)
252 * unavailable setup options now marked as "n/a" instead of "off"
253 * new boolean directive "latest_engine" for "levelinfo.conf": when set
254 to "true", levels are always played with the latest game engine,
255 which is desired for levels that are imported from other games; all
256 other levels are played with the engine version stored in level file
257 (which is normally the engine version the level was created with)
260 * fixed serious bug in code for delayed element pushing
261 * fixed little bug in animation frame selection for pushed elements
262 * speed-up of reading config file for verbose output
265 * added configuration option for opening and closing Supaplex exit
266 * added configuration option for moving up/down animation for Murphy
267 * fixed incorrectly displayed animation for attacking dragon
268 * fixed bug with not setting initial gravity for each new game
269 * fixed bug with teleportation of player by custom element change
270 * fixed bug with player not getting smashed by rock sometimes
273 * Version number set to 3.0.7.
276 * Version 3.0.6 released.
279 * added support for MP3 music for SDL version through SMPEG library
282 * fixed bug when initializing font graphic structure
283 * fixed bug with animation mode "pingpong" when using only 1 frame
284 * fixed bug with extended change target introduced in 3.0.5
285 * fixed bug where passing over moving element doubles player speed
286 * fixed bug with elements continuing to move into push direction
287 * fixed bug with duplicated player when dropping bomb with shield on
288 * added "switching" event for custom elements ("pressing" only once)
289 * fixed switching bug (resetting flag when not switching but not idle)
292 * fixed element tokens for certain file elements with ".active" etc.
295 * Version number set to 3.0.6.
298 * Version 3.0.5 released.
301 * now four envelope elements available
302 * font, background, animation and sound for envelope now configurable
303 * main menu doors opening/closing animation type now configurable
306 * active/inactive sides configurable for custom element changes
307 * new movement type "move when pushed" available for custom elements
310 * fixed bug in multiple config pages loader code that caused crashes
313 * enhanced (remaining low-resolution) Supaplex graphics
316 * Version number set to 3.0.5.
319 * Version 3.0.4 released.
321 2003-09-12 src/tools.c
322 * fixed bug in custom definition of crumbled element graphics
324 2003-09-11 src/files.c
325 * fixed bug in multiple config pages code that caused crashes
328 * Version number set to 3.0.4.
331 * Version 3.0.3 released.
334 * added music to Supaplex classic level set
336 2003-09-07 src/libgame/misc.c
337 * added support for loading various music formats through SDL_mixer
339 2003-09-06 (various source files)
340 * fixed several nasty bugs that may have caused crashes on some systems
341 * added envelope content which gets displayed when collecting envelope
342 * added multiple change event pages for custom elements
344 2003-08-24 src/game.c
345 * fixed problem with player animation when snapping and moving
347 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
348 * fixed problem with flickering when drawing toon animations
350 2003-08-23 src/libgame/sdl.c
351 * fixed problem with setting mouse cursor in SDL version in fullscreen
353 2003-08-23 src/game.c
354 * fixed bug (missing array boundary check) which could crash the game
357 * Version number set to 3.0.3.
360 * Version 3.0.2 released.
362 2003-08-21 src/game.c
363 * fixed bug with creating inaccessible elements at player position
365 2003-08-20 src/init.c
366 * fixed bug with not finding current level artwork directory
368 2003-08-20 src/files.c
369 * fixed bug with choosing wrong engine version when playing tapes
370 * fixed bug with messing up custom element properties in 3.0.0 levels
373 * Version number set to 3.0.2.
376 * Version 3.0.1 released.
378 2003-08-17 (no source files affected)
379 * changed all "classic" PCX image files with 16 colors or less to
380 256 color (8 bit) storage format, because the Allegro game library
381 cannot handle PCX files with less than 256 colors (contributed
382 graphics are not affected and might look wrong in the DOS version)
384 2003-08-16 src/init.c
385 * fixed bug which (for example) crashed the level editor when defining
386 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
387 (only set to default) -- invalid graphics now set to default graphic
389 2003-08-16 src/init.c
390 * fixed graphical bug of player digging/collecting/snapping element
391 when no corresponding graphic/animation is defined for this action,
392 resulting in player being drawn as EL_EMPTY (which should only be
393 done to elements being collected, but not to the player)
395 2003-08-16 src/game.c
396 * fixed small graphical bug of player not totally moving into exit
398 2003-08-16 src/libgame/setup.c
399 * fixed bug with wrong MS-DOS 8.3 filename conversion
401 2003-08-16 src/tools.c
402 * fixed bug with invisible mouse cursor when pressing ESC while playing
404 2003-08-16 (various source files)
405 * added another 128 custom elements (disabled in editor by default)
407 2003-08-16 src/editor.c
408 * fixed NULL string bug causing Solaris to crash in sprintf()
410 2003-08-16 src/screen.c
411 * fixed drawing over scrollbar on level selection with custom fonts
413 2003-08-15 src/game.c
414 * cleanup of simple sounds / loop sounds / music settings
416 2003-08-08 (various source files)
417 * added custom element property for dropping collected elements
419 2003-08-08 src/conf_gfx.c
420 * fixed bug with missing graphic for active red disk bomb
422 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
423 * Extended variable "level.gravity" to "level.initial_gravity" and
424 "game.current_gravity" to prevent level setting from being changed
425 by playing the level (keeping the runtime value after playing).
427 * Fixed graphics bug when digging element that has 'crumbled' graphic
428 definition, but not 'diggable' graphic definition.
431 * Version number set to 3.0.1.
434 * Version 3.0.0 released.
437 * various bug fixes; among others:
438 - fixed bug with pushing spring over empty space
439 - fixed bug with leaving tube while placing dynamite
440 - fixed bug with explosion of smashed penguins
441 - allow Murphy player graphic in levels with non-Supaplex elements
445 * I have forgotten to document changes for some time.
448 * Pre-Release Version 2.2.0rc1 released.
451 * Version number set to 2.1.2.
454 * Version 2.1.1 released.
457 * Version number set to 2.1.1.
460 * Version 2.1.0 released.
463 * Version number set to 2.1.0.
465 2002-04-03 to 2002-05-19 (various source files)
466 * graphics, sounds and music now fully configurable
467 * bug fixed that prevented walking through tubes when gravity on
469 2002-04-02 src/events.c, src/editor.c
470 * Make Escape key less aggressive when playing or when editing level.
471 This can be configured as an option in the setup menu. (Default is
472 "less aggressive" which means "ask user if something can be lost"
473 when pressing the Escape key.)
475 2002-04-02 src/screen.c
476 * Added "graphics setup" screen.
478 2002-04-01 src/screen.c
479 * Changed "choose level" setup screen stuff to be more generic (to
480 make it easier to add more "choose from generic tree" setup screens).
482 2002-04-01 src/config.c, src/timestamp.h
483 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
484 automatically gets created by "src/Makefile" and contains an actual
485 compile-time timestamp to identify development versions of the game).
487 2002-03-31 src/tape.c, src/events.c
488 * Added quick game/tape save/load functions to tape stuff which can be
489 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
490 loads previously recorded tape and directly goes into recording mode
491 from the end of the tape (therefore appending to the tape).
493 2002-03-31 src/tape.c
494 * Added "index mark" function to tape recorder. When playing or
495 recording, "eject" button changes to "index" button. Setting index
496 mark is not yet implemented, but pressing index button when playing
497 allows very quick advancing to end of tape (when normal playing),
498 very fast forward mode (when playing with normal fast forward) or
499 very fast reaching of "pause before end of tape" (when playing with
500 "pause before end" playing mode).
502 2002-03-30 src/cartoons.c
503 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
505 2002-03-29 src/screen.c
506 * Changed setup screen stuff to be more generic (to make it easier
507 to add more setup screens).
509 2002-03-23 src/main.c, src/main.h
510 * Various changes due to the introduction of the new libgame files
511 "setup.c" and "joystick.c".
513 2002-03-23 src/files.c
514 * Generic parts of "src/files.c" (mainly setup and level directory
515 stuff) moved to new libgame file "src/libgame/setup.c".
517 2002-03-23 src/joystick.c
518 * File "src/joystick.c" moved to libgame source tree, with
519 correspondig changes.
521 2002-03-22 src/screens.c
522 * "HandleChooseLevel()": Another bug in level series navigation fixed.
523 (Wrong level series information displayed when entering main group.)
525 2002-03-22 src/editor.c
526 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
528 2002-03-22 src/editor.c
529 * Changed behaviour of "Escape" key in level editor to be more
530 intuitive: When in "Element Properties" or "Level Info" mode,
531 return to "Drawing Mode" instead of leaving the level editor.
533 2002-03-21 src/game.c, src/editor.c, src/files.c
534 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
535 gems (emeralds, diamonds, ...) slipping down from normal wall,
536 steel wall and growing wall (as in E.M.C. style levels). Although
537 the behaviour of contributed and private levels wasn't changed (due
538 to the use of "level.game_version"; see previous entry), editing
539 those levels will (of course) change the behaviour accordingly.
541 This change seems a bit too hard after thinking about it, because
542 the EM style behaviour is not the "expected" behaviour (gems would
543 normally only slip down from "rounded" walls). Therefore this was
544 now changed to an element property for gem style elements, with the
545 default setting "off" (which means: no special EM style behaviour).
546 To fix older converted levels, this flag is set to "on" for pre-2.0
547 levels that are neither contributed nor private levels.
549 2002-03-20 src/files.h
550 * Corrected settings for "level.game_version" depending of level type.
551 (Contributed and private levels always get played with game engine
552 version they were created with, while converted levels always get
553 played with the most recent version of the game engine, to let new
554 corrections of the emulation behaviour take effect.)
556 2002-03-20 src/main.h
557 * Added "#include <time.h>". This seems to be needed by "tape.c" for
558 compiling the SDL version on some systems.
559 Thanks to the several people who pointed this out.
562 * Version number set to 2.0.2.
565 * Version 2.0.1 released.
567 2002-03-18 src/screens.c
568 * "HandleChooseLevel()": Small bug in level series navigation fixed.
570 2002-03-18 src/files.c [src/libgame/misc.c]
571 * Moved some common functions from src/files.c to src/libgame/misc.c.
573 2002-03-18 src/files.c [src/libgame/misc.c]
574 * Changed permissions for new directories and saved files (especially
575 score files) according to suggestions of Debian users and mantainers.
576 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
578 2002-03-17 src/files.c
579 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
580 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
581 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
582 for levels and "TAPE" for tapes). Old "cookie" style format is
583 still supported for reading. New level and tape files are written
586 * New IFF chunk "VERS" contains version numbers for file and game
587 (where "game version" is the version of the program that wrote the
588 file, and "file version" is a version number to distinguish files
589 with different format, for example after adding new features).
591 2002-03-15 src/screen.c
592 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
593 (Before, you heard a mixture of the in-game music and the
596 2002-03-14 src/events.c
597 * Function "DumpTape()" (files.c) now available by pressing 't' from
598 main menu (when in DEBUG mode).
600 2002-03-14 src/game.c
601 * "GameWon()": When game was won playing a tape, now there is no delay
602 raising the score and no corresponding sound is played.
604 2002-03-14 src/files.c
605 * Changed "LoadTape()" for real chunk support and also adjusted
606 "SaveTape()" accordingly.
608 2002-03-14 src/game.c, src/tape.c, src/files.c
609 * Important changes to tape format: The old tape format stored all
610 actions with a real effect with a corresponding delay between the
611 stored actions. This had some major disadvantages (for example,
612 push delays had to be ignored, pressing a button for some seconds
613 mutated to several single button presses because of the non-action
614 delays between two action frames etc.). The new tape format just
615 stupidly records all device actions and replays them later. I really
616 don't know why I haven't solved it that way before?! Old-style tapes
617 (with tape file version less than 2.0) get converted to the new
618 format on-the-fly when loading and can therefore still be played;
619 only some minor parts of the old-style tape handling code was needed.
620 (A perfect conversion is not possible, because there is information
621 missing about the device actions between two action frames.)
623 2002-03-14 src/files.c
624 * New function "DumpTape()" to dump the contents of the current tape
625 in a human readable format.
627 2002-03-14 src/game.c
628 * Small tape bug fixed: When automatically advancing to next level
629 after a game was won, the tape from the previous level still was
630 loaded as a tape for the new level.
632 2002-03-14 src/tape.c
633 * Small graphical bug fixed: When pressing ""Record" or "Play" on
634 tape, cartoons did not get completely removed because
635 StopAnimation() was not called.
637 2002-03-13 src/files.c
638 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
639 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
640 size even when using 16-bit elements). Added new chunk "CNT2" for
641 16-bit amoeba content (previously written in 8-bit field in "HEAD"
642 chunk even when content was 16-bit element). "CNT2" should now be
643 able to store content for arbitrary elements (up to eight blocks of
644 3 x 3 element arrays). All "CNT2" elements will always be stored as
645 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
647 2002-03-13 src/files.c
648 * Changed "LoadLevel()" for real chunk support.
650 2002-03-12 src/game.c
651 * Fixed problem (introduced after 2.0.0 release) with penguins
652 not getting killed by enemies
654 2002-02-24 src/game.c, src/main.h
655 * Added "player->is_moving"; now "player->last_move_dir" does
656 not contain any information if the player is just moving at
658 Before, "player->last_move_dir" was misused for this purpose
659 for the robot stuff (robots don't kill players when they are
660 moving). But setting "player->last_move_dir" to MV_NO_MOVING
661 broke tapes when walking through pipes!
662 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
663 in a continuous movement. This fact is ignored for friends and