2015-06-21 * extended automatic tape playing modes: - "autotest" to automatically test tapes (this was "autoplay" before) - "autoplay" to automatically play tapes (visibly) - "autoffwd" to automatically play tapes (visibly, with maximum speed) 2015-06-16 * fixed and enhanced screen fading and background/border handling 2015-05-31 * added setup option to enable/disable (now optional) snapshot buttons 2015-04-22 * added lag prevention to door/request/envelope animations 2015-04-15 * added option "program_icon_file" to run-time "special edition" support 2015-04-14 * added run-time "special edition" support; this change is especially targeted to the "R'n'D jue" special edition of R'n'D, which changed some defaults at compile-time in previous versions, like: - using a different default artwork set (with fallback artwork for classic artwork not existing in the special edition), - using a different default level set, - using a different program name and user data directory, - starting with different default setup values and - using custom artwork even at a very early stage of startup (like initial fonts and initial loading/busy animation); these changes can now all be accomplished at run-time by using a new program-specific configuration file in the same location and with the same name as the game binary (minus a potential binary file extension ".exe", plus a configuration file extension ".conf", so a binary file "rnd_jue.exe" would be complemented by a new file "rnd_jue.conf" in the same directory); this config file can contain all options found in "setup.conf" plus the following new, internal "special edition" default settings: - program_title (like "R'n'D jue") - program_author (like "Juergen Bonhagen") - program_email (like "jue@artsoft.org") - program_website (like "http://jue.artsoft.org/") - program_copyright (like "(c) 2015 by jue") - program_company (like "A game by jue") - default_graphics_set (like "jue0") - default_sounds_set (like "jue0") - default_music_set (like "jue0") - fallback_graphics_file (like "fallback.png") - fallback_sounds_file (like "fallback.wav") - fallback_music_file (like "fallback.wav") - default_level_series (like "jue_start") - choose_from_top_leveldir ("true" or "false") where the "default" artwork set definitions are used to specify new default artwork that replaces the "classic" artwork sets, while the "fallback" settings specify artwork files used for all artwork files that would exist in the classic artwork sets, but are not defined or cannot be found in the new default artwork set; the program title is used for things like window title, title screens and user data folder name, and the entry point for choosing a level set can be changed from the current level set location to the topmost level tree node 2015-04-07 * added sound definitions for pressing and releasing main menu buttons 2015-03-31 * fixed slow tape quick-loading due to unneeded tape area update 2015-03-30 * replaced stop/play buttons in game panel with save/load buttons 2015-03-24 * added step-based engine snapshots to undo/redo single steps in game 2015-03-19 * fixed (swapped) editor zoom directions for '-' and '+' (keypad) keys 2015-03-18 * added dynamically configurable graphics and layout of editor gadgets 2015-03-11 * fixed (swapped) editor zoom directions for left and right mouse button 2015-03-10 * added main menu backlink to level set selection screen 2015-03-07 * added support for gadget-like pressable menu buttons on main screen 2015-03-02 * added classic graphics, sounds and music to git repository * added classic level sets to git repository * added element description files to git repository * changed mouse cursor on title screens not being always invisible * added manually edited non-preset audio volume values to select list (if sound, loops or music volume was manually edited in "setup.conf") 2015-02-27 * fixed using "background.TOOLBOX", which was simply ignored before 2015-02-23 * added key pad '-', '+' and '0' keys to zoom function in level editor * changed editor key shortcut for undo/redo to 'u' and 'Shift-u' * fixed using 'PageUp' and 'PageDown' keys for element list in editor 2015-02-21 * added 1%, 2% and 5% to volume controls for sound and music settings 2015-02-14 * fixed bug with editor border element not adjusted after resizing level * changed unused playfield from "default" to "empty" after loading level * increased number of undo/redo steps in level editor from 10 to 64 2015-02-13 * added zoom functionality for playfield drawing area to level editor (use left, right and middle mouse buttons on new "zoom" toolbox button or use keys '-', '+' and '0' to zoom out, in or reset to default size) 2015-02-11 * fixed bug not updating game panel values in visible warp forward mode 2015-02-10 * changed position of CE/GE use/save template gadgets to be visually separated from other CE/GE gadgets (to prevent accidental use) * fixed bug in editor when using undo after rotating level repeatedly * added 'redo' functionality to editor (by pressing 'undo' with right mouse button or by using key shortcut "Shift-R") 2015-02-04 * added configurability of editor control buttons (toolbox buttons) 2015-02-03 * finished configurability of tape date and time display positions * fixed bug with game buttons in tape area not properly redrawn * fixed small graphical bug with default tape time display position * added optionally configurable game frame counter to tape display 2015-02-02 * fixed configurability of editor element palette (for columns != 4) 2015-01-29 * improved configurability of tape date and time display positions * added configurability of element properties button in editor * added build dependency for auto-conf files 2015-01-27 * added looking for editor element descriptions in level set directory (for example, in file "/docs/elements/custom_1.txt") 2015-01-25 * moved "element properties" button in editor from toolbox to palette * added "zoom level tile size" button in editor to toolbox (currently no function behind it; will be used to zoom level editor playfield) * added key shortcuts '1' to '3' to view properties of drawing elements * fixed gadget display bug in editor (door 1 area) after test playing * fixed bugs when changing drawing area gadgets (like group elements) 2015-01-19 * re-enabled editor palette element options in setup configuration file 2014-12-13 * fixed loading custom PCX image files with default artwork file names (like "RocksDoor.pcx") which are not redefined in artwork config file (this is a special fix for Zelda 2 and probably some other existing level sets which use new graphics which are not defined in the file "graphicsinfo.conf", but use a file name of one of default graphics (like "RocksScreen.pcx"); this did not work anymore for PCX files since the default graphics files have been changed to PNG files, so different file names are checked now (like "RocksScreen.png"), so if the PNG files cannot be found, the old PCX files are also checked) 2014-12-03 * added some more graphics customization options for the level editor: - editor.button.prev_level (position) - editor.button.next_level (position) - editor.input.level_number (position) - editor.palette.tile_size (tile size for palette elements) - editor.palette.element_left.tile_size (draw element tile size) - editor.palette.element_middle.tile_size (draw element tile size) - editor.palette.element_right.tile_size (draw element tile size) - editor.input.gfx.level_number (current level number input field) 2014-11-22 * fixed menu display bugs caused by drawing outside menu area (again) 2014-11-19 * fixed broken door animations when switching between custom graphics 2014-11-06 * fixed layout for "level set info" to support custom playfield size * fixed changing from title to info screen with custom playfield size 2014-11-02 * fixed bug with not updating default bitmap pointer for scaled images * fixed redraw/fade bugs when redefining the playfield size or position 2014-10-27 * fixed some smaller issues with loading custom artwork 2014-10-22 * added warnings when using undefined element and graphic names in custom artwork definitions (like ".crumbled_like" or ".clone_from") * added setting default filenames for all cloned graphics in static graphics configuration on startup (to be able to fall back later) 2014-10-20 * fixed using buttons on main screen with size other than 32x32 pixels * fixed some initialization bugs for scrollbars and main screen buttons * fixed bug when drawing non-element graphics (without separate in-game graphic/bitmap defined) while non-standard game tile size is defined 2014-10-17 * removed some remaining unused X11 stuff * fixed bug with potentially suppressed exit error message on startup 2014-10-16 * fixed bug not loading tape when selecting level from level selection screen (thanks to filbo for finding this bug and supplying a patch) 2014-10-15 * fixed menu display bugs (drawing outside menu area with draw offset) * fixed menu key navigation bugs (when using smaller menu list size) 2014-10-14 * added support for animated door parts during opening/closing movement 2014-10-13 * added automatic detection of normal/steel character elements in level editor when drawing text (depending on currently selected element) 2014-10-13 * eliminated historical ISO-8859-1 characters from source code files (but still using them internally for special character encodings) * changed output of special character for level sketch brushes to UTF-8 2014-10-08 * added handling of unselectable selectbox options and option headlines 2014-10-07 * fixed bug when changing between graphic sets with different tile size * cleanup of handling the various graphic sizes for different purposes (like 32x32, 16x16 etc.); this change was needed for the bugfix above 2014-10-02 * added virtual keyboard on Android port when entering player name 2014-10-01 * fixed "quick menu doors" and sounds for door and envelope requests 2014-09-29 * fixed display bugs with certain custom menu definitions regarding the hall of fame (high scores) and setup screens that require scrolling (these display bugs showed up with custom menu graphics of R'n'D jue) 2014-09-28 * fixed bug with animation frames per line with non-standard tile size (relevant for example for 64x64 sized frames continued on next row) 2014-09-22 * removed checking of file identifier tokens for configuration files 2014-09-19 * fixed bug where player actions were only mapped in team mode (this broke four tapes in automatic game engine unit test where old levels contained a non-yellow player, like rnd_abby_king, 011) 2014-09-15 * removed large parts of the preprocessor hell of old and unused code 2014-09-14 * updated source file headers (mainly author contact information) 2014-09-11 * added key shortcuts for window scaling and toggling fullscreen mode: - Ctrl-'+', Ctrl-'-' and Ctrl-'0' for up/downscaling and normal size - "F11" key for toggling fullscreen mode (in addition to Alt-Enter) 2014-09-10 * fixed some drawing bugs when scaling graphics due to "game.tile_size" * added some performance improvements when handling SDL surface scaling 2014-09-04 * added custom graphics property "game.tile_size" to define in-game tile size (this defines the tile size actually displayed on the playfield); tile graphics will either be scaled to the defined game tile size or have to be specified with the same image size (using ".tile_size") 2014-09-01 * added custom graphics property ".tile_size" to define tile image size for game element graphics (like "custom_1.tile_size"); non-standard sized images will then be scaled accordingly to standard tile size 2014-08-30 * fixed music still being played in Android version when in background 2014-08-30 * added Android "menu" button to be treated as "yes" requester button (while the Android "back" button was already treated as "no" button) 2014-08-28 * added command line options "--version" / "-V" to show program version (also shows SDL library versions when prefixed with "--debug" option) 2014-08-27 * error file set to unbuffered to prevent truncation in case of crashes 2014-08-19 * fixed bug causing wrong screen updates while playing (whole screen update from backbuffer instead of playfield buffer if REDRAW_ALL set) * fixed nasty (typo) bug in native EM engine causing broken player graphics when using different (redefined) playfield size 2014-08-18 * fixed bug causing EM/EMC graphics sets containing original 16x16 tiles to be displayed incorrectly (with broken scaling) when switching between small and normal game graphics (thanks a lot to filbo for analyzing and describing how to exactly reproduce this bug) 2014-05-15 * removed MS-DOS support * removed native X11 support (X11 now only supported via SDL/SDL2) 2014-05-14 * cleanup of functions RedrawPlayfield() and BlitScreenToBitmap() 2014-05-13 * fixed level redraw after quick-loading tape with small tile graphics 2014-03-03 * added compatibility code for existing request door animation settings 2014-03-01 * added ultra-generic, ultra-flexible request door animation handling 2014-02-18 * fixed major bugs in handling single-player and multi-player tapes (for details, see http://www.artsoft.org/forum/viewtopic.php?t=2086) 2014-02-13 * fixed various problems with playfield and requester/tape/editor doors defined to be at non-standard screen positions in artwork config file 2014-01-28 * added envelope style requester dialog (alternative to door requester) 2014-01-27 * fixed problems with window scaling and updating related setup value * added setup option to select anti-aliasing quality of scaled windows 2014-01-17 * improved speed of displaying progress when loading levels and artwork * changed fullscreen and window scaling changes in setup menu to have immediate effect (instead of being effective after leaving setup menu) 2014-01-15 * fixed toons stopping on continuous touch events on Mac OS X 2014-01-14 * fixed bug when displaying game envelope with even sized playfield * added graphic configuration options for request (dialog) buttons 2014-01-13 * fixed some redraw bugs with window scaling under Mac OS X 2014-01-10 * fixed problems with window scaling and updating related setup value 2014-01-07 * fixed problems related to fullscreen switching and window scaling 2014-01-06 * fixed inconsistent custom artwork constants numbering in src/main.h, src/screen.c and src/conf_gfx.c (this really should be cleaned up) (this bug caused custom artwork definition to set wrong variable) 2014-01-05 * fixed using fullscreen mode on Android instead of pseudo-window mode * fixed keeping desktop fullscreen mode when changing viewport size 2014-01-04 * fixed remaining text input problems for non-ASCII keys with modifier * added window scaling options to graphics setup menu 2014-01-03 * fixed key code problems with certain keys for SDL2 (keypad keys not being in numerical order; number of function keys) * fixed text input problems for text characters using modifier keys 2014-01-02 * fixed fullscreen option for SDL2 (using only desktop fullscreen now) 2013-12-28 * fixed graphical bugs when using renderer/texture based graphics 2013-12-23 * fixed playing certain sounds (menu navigation sound and counting score sound after solving a level) when "normal sounds" are disabled 2013-12-16 * continued porting Rocks'n'Diamonds to Android (levels now playable) 2013-12-12 * added SDL2 renderer/texture based graphics frame handling to allow for "desktop" style fullscreen mode and scaling of game screen/window 2013-12-11 * removed limitation of artwork files to selected file types (this means that every file type supported by SDL_image and SDL_mixer can be used) * changed default graphics from PCX to PNG (needed for Android version to prevent painfully slow image loading, although not compressing PCX files in the assets directory of the APK package might also work fine) * fixed bug with SDL_BlitSurface creating garbage when source and target surface are the same (this bug also existed in versions of SDL 1.2.x) 2013-12-07 * started porting Rocks'n'Diamonds to Android (already shows main menu) 2013-12-03 * ported Rocks'n'Diamonds to SDL2 (first simple version that works) 2013-12-01 * version number set to 3.3.1.3 2013-11-24 * version 3.3.1.2 released 2013-11-20 * improved error handling: display error message on screen (not only in the error file or on the console), and display path of the error file 2013-11-13 * fixed problem with R'n'D restarting with same level set that may have caused a problem (and therefore failing again and again); after an error, the last level set is now deactivated in file "levelsetup.conf" to restart with default level set (which should work without error) 2013-11-07 * fixed determining main game data directory on Mac OS X "Mavericks" 2013-11-04 * version number set to 3.3.1.2 2013-11-04 * version 3.3.1.1 released 2013-11-03 * added scripts directory to distribution package to enable building element definitions after editing artwork config source code files 2013-10-26 * added volume controls for sounds, loops and music to sound setup 2013-10-24 * version number set to 3.3.1.1 2013-10-23 * version 3.3.1.0 released 2013-10-21 * version number set to 3.3.1.0 2012-10-13 * fixed display of level time switching from ascending to descending when making use of the "time orb bug" (see element setting in editor) (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example) * fixed graphics performance problems (especially on Mac OS X) by using whole-playfield redraw on SDL target, while still using the previous single-tile redraw method on X11 target (using redraw tiles threshold) 2011-10-07 * fixed code (esp. random/tape handling) when compiled on 64-bit systems (by replacing all "long" types by "int" types) 2010-11-19 * fixed nasty bug (affecting crumbled graphics) after adding new special graphics suffix ".TAPE" (and messing some things up in src/main.c) 2010-08-04 * fixed wrong argument order in DrawTextBuffer() in gadgets.c (this caused fonts in envelope config in level editor being invisible) 2010-07-19 * fixed some problems with half tile size and even tile sized playfields 2010-07-12 * added level selection screen (when clicking on main menu level number) * added level tracing (played, solved) for use in level selection screen (to display already played or solved levels in different font color) 2010-06-24 * added alternative game mode for playing with half size playfield tiles * fixed another memory violation bug in the native Supaplex game engine (this potential memory bug was also in the original Megaplex code, but apparently only occured under rare conditions triggered by using the additional added preceding playfield memory area to make a few strange levels using dirty off-playfield tricks (bugs) like "12s033.sp" also solvable (this all worked fine in the classic DOS version, of course)) 2010-06-23 * added graphics performance optimization to native Supaplex game engine * fixed bug with accidentally removing preceding buffer in SP engine * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx" (to prevent compatibility mapping of these newer graphics to older (custom) versions of "RocksDoor.pcx" which did not contain them yet) 2010-06-18 * added separately configurable game panel background to graphics config * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps) 2010-06-16 * added tape panel graphics and screen positions to graphics config 2010-06-15 * added compatibility stuff for redefined "global.door" (which affects all parts of that image that have their own graphics definition now) 2010-06-14 * added sound button graphics to graphics config 2010-06-13 * added tape button graphics and screen positions to graphics config 2010-06-09 * improved single step mode in R'n'D, EM and SP engines 2010-06-08 * version number set to 3.3.0.2 2010-06-08 * version 3.3.0.1 released 2010-06-08 * added configurable key shortcuts for snap+direction player actions (probably most useful for recording tool-assisted speedrun (TAS) tapes using the single-step mode of the tape recorder) 2010-05-28 * version number set to 3.3.0.1 2010-05-25 * version 3.3.0.0 released 2010-05-22 * fixed missing memory allocation in SP engine when saving engine data for non-SP game engine snapshots (which also stores SP engine part) 2010-05-21 * fixed problem with scrolling in native EM engine in multi-user mode (this bug was just introduced with the experimental viewport stuff) * fixed animation of splashing acid in EM engine with classic artwork * fixed animation of cracking nut in EM engine with classic artwork * fixed (implemented) single step mode in native EM and SP engines * fixed "latest_engine" flag in classic levels (moved to single sets) * updated SDL library DLLs for Windows to the latest release versions (this fixed some mysterious crashes of the game on Windows systems) * replaced EM and SP set in classic level set with native level files * finally added a newly written "CREDITS" file to the game package * removed sampled music loops from classic music set 2010-04-20 * changed native Emerald Mine engine to support different viewport sizes 2010-04-19 * changed native Supaplex engine to support different viewport sizes 2010-04-07 * added initial, experimental support for different viewport properties (with "viewports" being menu/playfield area and doors; currently the size of the menu/playfield area and door positions can be redefined) 2010-04-02 * added initial, experimental support for different window sizes 2010-03-27 * added support for native Sokoban solution files in pure 'udlrUDLR' format with extension ".sln" instead of ".tape" for solution tapes 2010-03-26 * added image config suffix ".class" to be able to define classes of crumbled elements which are then separated against each others when drawing crumbled borders (class names can freely be defined) (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class: emc_grass" results in sand and emc_grass being crumbled separately, even if directly adjacent on the playfield.) * added image config suffix ".style" to use two new features for crumbled graphics: - "accurate_borders": try to draw correctly crumbled corners (which means that a row of crumbled elements does not have two crumbled corners for each element in the row, but only at the "real" corners at the start and the end of the row of elements) - "inner_corners": also draw inner corners in concave constructions of several crumbled elements -- this is currently a big kludge: the number of frames for crumbled graphic must be "2", with the first frame as usual (crumbled graphic), while the second frame contains the graphic with inner (crumbled) corners for the crumbled graphic (These two features are mainly intended for bevelled walls, not for diggable elements like sand; "inner_corners" only works reliably for static walls, not for in-game dynamically changing walls using CEs.) 2010-03-16 * finished code cleanup of native Supaplex game engine 2010-03-14 * started code cleanup of native Supaplex game engine 2010-03-13 * integrated playing sound effects into native Supaplex game engine 2010-03-10 * added configurable key shortcuts for the tape recorder buttons 2010-03-09 * added (hidden) function to save native Supaplex levels with tape as native *.sp file containing level with demo (saved with a file name similar to native R'n'D levels, but with ".sp" extension instead of ".level"); to use this functionality, enter ":save-native-level" or ":snl" from the main menu with the native Supaplex level loaded and the appropriate tape loaded to the tape recorder * fixed potential crash bug caused by illegal array access in engine snapshot loading and saving code * changed setting permissions of score files to be world-writable if the program is not installed and running setgid to allow the program to modify existing score files when run as a different user (which allows cheating, of course, as the score files are not protected against modification in this case) * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to the top level Makefile for Debian / Ubuntu installations * added saving read-only levels from editor into personal level set (thanks to Bela Lubkin for the above four patches) 2010-03-03 * added updating of game values on the panel to Supaplex game engine 2010-02-23 * finished integrating R'n'D graphics engine into Supaplex game engine (although some animations do not support full customizability yet) 2010-02-22 * done integrating R'n'D graphics engine into file "Infotron.c" * done integrating R'n'D graphics engine into file "OrangeDisk.c" 2010-02-19 * integrated engine snapshot functionality into Supaplex game engine 2010-02-16 * fixed bug in native Supaplex engine that broke several demo solutions * fixed bug with re-initializing already existing elements in function RelocatePlayer() in src/game.c (causing problems with Sokoban fields counted a second time, making the currently playing level unsolvable) * done integrating R'n'D graphics engine into file "SnikSnaks.c" * done integrating R'n'D graphics engine into file "Electrons.c" * done integrating R'n'D graphics engine into file "Zonk.c" 2010-02-14 * done integrating R'n'D graphics engine into file "Murphy.c" * done integrating R'n'D graphics engine into file "BugsTerminals.c" 2010-02-07 * started integrating R'n'D graphics engine into Supaplex game engine 2010-02-02 * added small kludge that allows transparent pushing animation over non-black background (by using "game.use_masked_pushing: true") * added editor flag to Sokoban field/object elements to automatically finish solved Sokoban style levels (even if they contain non-Sokoban elements, which prevents auto-enabling this feature for such levels) 2010-01-10 * added new element "from_level_template" which is replaced by element from level template at same playfield position when loaded (currently not accessible from level editor, but only used for special Sokoban level conversion when using "special_flags: load_xsb_to_ces") * added special behaviour for "special_flags: load_xsb_to_ces": global settings of individual level files are overwritten by template level (except playfield size, level name, level author and template flag) 2010-01-07 * added handling of gravity ports when converting Supaplex style R'n'D levels to native Supaplex levels for playing with Supaplex engine 2010-01-06 * fixed bug in Supaplex engine regarding initial screen scroll position 2009-12-17 * fixed EMC style pushing animations in the R'n'D graphics engine (when using ".2nd_movement_tile" for animations having start and end tile) * for this to work (look) properly for two-tile pushing animations with non-black (i.e. opaque) background, the pushing graphics drawing order was changed to first draw the pushed element, then the player (maybe this should be controlled by an ".anim_mode" flag yet to be added) * two-tile animations for moving or pushing should have 7 frames for normal speed, 15 frames for half speed etc. to display correct frames * two-tile animations are also displayed correctly with different speed settings for the player (for pushing animations) or moving elements 2009-12-16 * added searching for template level (file "template.level") not only inside the level set directory, but also in above level directories; this makes is possible to use the same single template level file (placed in a level group directory) for many level sub-directories 2009-12-10 * fixed bug with steel exit being destructible during opening phase * added token "special_flags" to "levelinfo.conf" (currently with the only recognized value "load_xsb_to_ces", doing the same as the flag "-Dload_xsb_to_ces" on the command line, but as a permanent flag for converting all elements in native (XSB) Sokoban level files to CEs) 2009-12-08 * fixed some problems with Supaplex engine when compiling for Windows 2009-12-05 * added special mode to convert elements of Sokoban XSB levels to CEs by adding "-Dload_xsb_to_ces" to the command line starting the game (also adding a dependency to a template level file "template.level") 2009-12-01 * added reading native Sokoban levels and level packages (XSB files) 2009-11-25 * fixed bugs in (auto)scrolling behaviour when passing ports or when wrapping around the playfield through "holes" in the playfield border 2009-11-24 * changed internal playfield bitmap handling from playfield sized bitmap to screen sized bitmap (visible scrolling area), therefore speeding up graphics operations (by eliminating bitmap updates in invisible areas) and removing playfield size limitations due to increasing bitmap size for larger playfield sizes (while the new implementation always uses a fixed playfield bitmap size for arbitrary internal playfield sizes) 2009-11-12 * fixed bug with single step mode (there were some cases where the game did not automatically return to pause mode, e.g. when trying to push things that cannot be pushed or when trying to run against a wall) 2009-11-01 * added support for loading Supaplex levels in MPX level file format 2009-10-31 * fixed SP engine to set "game over" not before lead out counter done 2009-10-30 * fixed (potential) compile error when using GCC option "-std=gnu99" (thanks to Tom "spot" Callaway) 2009-10-28 * fixed array allocation in native Supaplex engine to correctly handle preceding scratch buffers (needed because of missing border checking) * fixed playfield initialization to correctly add raw header bytes as subsequent scratch buffer (needed because of missing border checking) 2009-10-24 * most important parts of native Supaplex engine integration working: - native Supaplex levels can be played in native Supaplex engine - native Supaplex level/demo files ("*.sp" files) can be re-played - all 111 classic original Supaplex levels automatically solvable - native Supaplex engine can be selected and used from level editor - logic of re-playing Supaplex demos migrated to R'n'D tape logic 2009-09-25 * fixed another translation problem from VisualBasic to C (where "int" should be "short") causing unsolvable demos with bugs and terminals ("bugs" being related to the Supaplex "buggy base" element here ;-) ) 2009-09-23 * fixed bug when reading Supaplex single level files (preventing loader from seeking to level position like in Supaplex level package files) 2009-08-01 * first classic Supaplex level running and solved by solution/demo tape 2009-06-20 * started with integration of native Supaplex engine, using source code of Megaplex from Frank Schindler, based on original Supaplex engine 2009-06-16 * version number set to 3.2.6.2 2009-06-15 * version 3.2.6.1 released 2009-05-31 * fixed bug with element_info[e].gfx_element not being initialized in early game stage, causing native graphics in EMC level sets to be mapped completely to EL_EMPTY (causing a blank screen when playing) (this only happened when starting the program with an EMC set with native graphics, but not when switching to such a set at runtime) 2009-03-30 * deactivated blit-to-same-surface workaround again (see 2009-03-24) and using self-compiled, patched SDL.dll that solves this problem (interim solution until release of SDL 1.2.14 that should fix this) 2009-03-26 * extended backwards compatibility mode to allow already fixed bug with change actions (see "2008-02-05") for existing levels (especially the Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV) 2009-03-24 * reactivated workaround to prevent program crashes due to blitting to the same SDL surface that apparently only occurs on Windows systems (this is no final solution; this problem needs further investigation) 2008-11-05 * version number set to 3.2.6.1 2008-11-04 * version 3.2.6.0 released 2008-10-11 * fixed behaviour of player option "no centering when relocating" which was incorrect when disabled and relocation target inside visible area and "no scrolling when relocating" enabled at the same time 2008-10-06 * fixed problems with re-mapping players on playfield to input devices: previously, players found on the level playfield were changed to the players connected to input devices (for example, player 3 in the level was changed to player 1 (using artwork of player 3, to be able to use a player with a different color)); this had the disadvantage that CE conditions using player elements did not work (because the players in the level definition are different to those effectively used in-game); the new system uses the same player elements as defined in the level playfield and re-maps the input devices of connected players to the corresponding player elements when playing the level (in the above example, player 3 now really exists in the game and is moved using the events from input device 1); level tapes still store the events from input devices 1 to 4, which are then re-mapped to players accordingly when re-playing the tape (just as it is done when playing the level) 2008-09-29 * fixed bug with player relocation while the player switches an element 2008-09-24 * fixed bug with EM/DC style exit and EM/DC style steel exit which was not walkable (and did not let the player enter) when in process of opening, but not fully open yet (which can cause the player not being able to enter the exit in EM/DC style levels in time) 2008-08-02 * fixed some bugs regarding the new level/CE random seed reset options 2008-07-14 * moved "level settings" and "editor settings" to two tabbed screens in level editor to gain space for additional level property settings * added level setting to start a level with always the same random seed * added CE action "set random seed" to re-initialize random seed in game (this is the only CE action that gets executed before the CE changes, which is needed to use the newly set random seed during the CE change) 2008-06-16 * fixed redraw problem of special editor door when playing from editor 2008-06-16 * fixed initialization of gfx_element for level sketch image creation 2008-06-15 * added switch for EM style dynamite "[ ] explodes with chain reaction" (with default set to "on" for existing levels, but "off" for all new levels), as EM style dynamite does not chain-explode in original EM 2008-02-05 * added optional initial inventory for players (pre-collected elements) * added change page actions "set player inventory" and "set CE artwork" * added recognition of "player" parameter on change pages when player actions are defined, but no trigger player in corresponding condition (this resulted in actions that only affected the first player before) * fixed bug with change actions being executed for newly created custom elements resulting from custom element changes, when the intention was only to check for change actions for the previous custom element 2008-02-03 * changed design and size of element drawing area in level editor * added "element used as action parameter" to element change actions 2008-01-27 * added possibility to reanimate player immediately after his death (for example, by "change to when explosion of ") 2008-01-25 * fixed bug with "gray" white door not being uncovered by magnifier * added score for collecting (any) key to the white key config page 2008-01-22 * added condition "deadly when " for custom elements that behaves a bit like the existing "deadly when ", but with the following differences: - it only kills players or friends when it was moving before it hits - it does not kill players or friends that try to run into it 2008-01-21 * fixed the following change conditions where a player element is used as the "element that is triggering the custom element change": - touching - hitting - explosion of - move of (the last two conditions already worked partially, but only for the first player, and not for the "Murphy" player when using "move of") 2008-01-20 * fixed crash bug caused by accessing invalid element (with value -1) in UpdateGameControlValues() * fixed graphical bug when using two-tile movement animations with EMC game engine without explicitly using native EMC graphics engine 2007-10-31 * fixed bug in new "can dig" feature (see below) so that an unsuccessful try to push something (due to push delay) does not cause a dig action 2007-10-29 * fixed bug with reference elements used as trigger elements on custom element change pages not being recognized * fixed bug with reference elements not being removed from the playfield * added engine functionality that allows custom elements that "can dig" other elements not only to do so when moving by themselves, but also when being pushed by the player (therefore adding the functionality to push one element over another element, replacing it with the new one) 2007-10-23 * added command line function to write level sketch images to directory 2007-10-20 * merged override and auto-override options into new override options with a new data type than can take the values "no", "yes" and "auto" 2007-10-18 * fixed growing steel wall to also leave behind steel wall instead of normal, destructible wall * fixed handling of rocks falling through stacks of quicksand with different speed (before, the rocks just got stuck in the quicksand) 2007-10-09 * fixed nasty bug with auto-override and normal override not working on program startup (especially when current level set has custom artwork) 2007-10-05 * version 3.2.5 released as special edition "R'n'D jue" 2007-10-05 * fixed X11 crash bug when blitting masked title screens over background 2007-10-04 * changed build system to support special editions (like "R'n'D jue") * added (hardcoded) loading graphics for "R'n'D jue" special edition * fixed X11 crash bug when scaling images with width/height less than 32 2007-09-27 * added "background.PLAYING" (only visible as two-pixel border in game) * added default level set for first start of special R'n'D version * changed door animations for editor always behaving like "quick doors" 2007-09-26 * added new custom artwork setup option "auto-override non-CE sets" for automatic artwork override that is only used for level sets without custom element artwork (as it does not make much sense to override any artwork that redefines custom element artwork for sets using CEs) * fixed default artwork for "special" R'n'D versions always using the "classic" artwork as the base if base artwork is not explicitly defined in "levelinfo.conf", regardless of different default artwork used by the special R'n'D version -- this is needed because any such custom artwork is designed using the "classic" artwork definitions as the base (including menu definitions and screen positions etc., which would otherwise be taken from the different special default artwork) 2007-09-17 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying" for both EMC and R'n'D graphics engine (heavy workarounds needed due to massively broken handling of quicksand in R'n'D game engine) * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt() * fixed crash bug (hopefully) when scrolling with cursor keys in editor 2007-09-16 * fixed small bug in toon drawing (introduced when fixing the crash bug) 2007-09-15 * added graphics definition "game.panel.highscore" to display the current levels current high score in the game panel 2007-09-13 * version number set to 3.2.5 2007-09-13 * version 3.2.4 released 2007-09-13 * fixed crash bug in toon drawing functions for large step offset values 2007-09-12 * fixed some problems with displaying game panel when quick-loading tape 2007-09-07 * fixed (experimental only) redrawing of every tile per frame (even if unneeded) for the extended (R'n'D based) EMC graphics engine * added optimization to only calculate element count for panel display if really needed (that is, if element count values defined on panel) * fixed problem with special editor door redraw when entering main menu 2007-09-03 * fixed bug with displaying background for title messages on info screen * some code cleanup for the extended (R'n'D based) EMC graphics engine 2007-09-01 * fixed bug with CE action "move player" always resulting in player 4 if there was a CE action with no trigger player (because the player element was calculated by using log_2() from trigger player bits with the value PLAYER_BITS_ANY) -- this is now fixed by also storing the triggering player bit mask and handling all players in "move player" * fixed bug when defined artwork cannot be found for artwork that has default artwork cloned from other artwork (without default filename) * added several fixes to the extended (R'n'D based) EMC graphics engine 2007-08-26 * fixed broken editor copy and paste for custom elements between levels 2007-08-25 * title messages are now also searched in graphics artwork directory; those found in graphics directory have precendence over those found in level directory -- this handles title messages stored in graphics directories as part of the artwork set, just like title images; this makes sense, as corresponding special font definitions for messages are usually defined in the same graphics artwork directory, and also because title images and title messages that are combined in a level set introduction should usually not be separated when the level set is used with a different artwork set (e.g. using "override graphics") * fixed problem with door borders on main screen by first drawing doors and then the corresponding border masks, but not vice versa * fixed problem with artwork config entries using the value "[DEFAULT]"; this does not what one might expect, but sets the value to an invalid value -- solution: simply ignore such entries, which results in this value keeping its previous (real) default value (in general, entries that should use their default value should just not be defined here) * fixed problem with wrong fading area size from main menu to setup menu 2007-08-22 * fixed problem with broken crumbled graphics after level set changes when using R'n'D custom artwork with level sets using the EMC engine 2007-05-07 * fixed invisible "joysticks deactivated ..." text on setup input screen 2007-04-27 * added use of hashes created from static lists (element tokens, image config, font tokens) to speed up lookup of configuration parameters * fixed bug where element and graphic config token lookup was mixed up 2007-04-26 * added "busy" animation when initializing program and loading artwork * added initialization profiling for program startup (debugging only) 2007-04-25 * fixed(?) very strange bug apparently triggered by memset() when code was cross-compiled with MinGW cross-compiler for Windows XP platform (this only happened when using SDL.dll also self-compiled with MinGW) 2007-04-19 * added graphics engine directive "border.draw_masked_when_fading" that enables/disables drawing of border mask over screen that is just faded 2007-04-18 * fixed small problem with separate fading definition for game screen 2007-04-14 * added additional configuration directives for setup screen draw offset menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1, SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is used to define draw offset on custom artwork selection screens and "CHOOSE_OTHER" is used on all other list style selection screens, like choosing game speed or screen mode for fullscreen mode) * added additional configuration directives to define main menu buttons: - menu.button_name and menu.button_name.active - menu.button_levels and menu.button_levels.active - menu.button_scores and menu.button_scores.active - menu.button_editor and menu.button_editor.active - menu.button_info and menu.button_info.active - menu.button_game and menu.button_game.active - menu.button_setup and menu.button_setup.active - menu.button_quit and menu.button_quit.active * added eight pure decoration graphic definitions for the game panel 2007-04-08 * added support for accessing native Diamond Caves II level packages * fixed displaying of game panel values for Emerald Mine game engine * fixed displaying end-of-level time and score values on new game panel 2007-04-07 * added game panel control to display arbitrary elements on game panel * added game panel control to display custom element score (globally unique for identical custom elements) either as value or as element * added ".draw_masked" and ".draw_order" to game panel control drawing 2007-04-05 * fixed some general bugs with handling of ".active" elements and fonts 2007-04-04 * cleanup of game panel elements (some elements were not really needed) * added displaying of gravity state (on/off) as new game panel control * added animation for game panel elements (similar to game elements) 2007-04-03 * added new pseudo game mode "PANEL" to define panel fonts and graphics - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix (else graphics would have to use ".PLAYING", which would be confusing) * fixed bug when fading out to game screen with border mask defined 2007-04-02 * added attribute ".tile_size" for element style game panel controls 2007-04-01 * added key as additional valid key to use for confirm requester 2007-03-31 * improved menu fading, adding separate fading definitions for entering and leaving a "content" screen (in general), and optional definitions for the special "content" screens SCORES, EDITOR, INFO and PLAYING 2007-03-30 * added (currently invisible) setup option to define scroll delay value * fixed small bug in priority handling when auto-detecting level start position in levels without player element (but player from CE etc.) * added option "game.forced_scroll_delay_value" to override user choice of scroll delay value for certain level sets with "graphicsinfo.conf" * replaced setup option "scroll delay: on/off" by new setup option that directly allows selecting the desired scroll delay value from 0 to 8 2007-03-28 * added displaying of most game panel control elements (not animated) 2007-03-26 * added new configuration directives to display additional game engine values on the game control panel, like the following examples: - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format - game.panel.penguins - number of penguins to rescue - game.panel.level_name - level name of current level 2007-03-24 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels) 2007-03-23 * added new player option "no centering when relocating" for "invisible" teleportations to level areas that look exactly the same, giving the illusion that the player did not relocate at all (this was the default since 3.2.3, but caused visual problems with room creation in "Zelda") * added new menu fading effect "melt", shamelessly stolen from "DOOM" 2007-03-21 * improved menu fading, adding separate fading definitions for entering and leaving a menu and for fading between menu and "content" screens * fixed small bug with recognizing also ".font_xyz" style definitions 2007-03-20 * improved menu fading, adding separate fading definitions for fading between menu screens and fading between menu and "destination" screens 2007-03-19 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static configuration (set from "[titlemessage_initial]" and "[titlemessage]") * fading settings of "[titlemessage_initial]" and "[titlemessage]" set to "[DEFAULT]" in static configuration (set from "[title_initial]" and "[title]") * improved title fading, allowing fading animation types "none", "fade" and "crossfade" (including cross-fading of last title to main menu) 2007-03-18 * added configurability of graphics, sounds and music for title screens, which are separated into initial title screens (only shown once at program startup) and title screens shown for a given level set; these title screens can be composed of up to five title images and up to five title text messages (each drawn using an optional background image), also using background music and/or sounds; aspects like background images, sounds and music of title screens can either be defined generally (valid for all title screens) or specifically (and therefore differently for each title screen) using these directives: to define a background image, sound or music file for all screens: - background.TITLE_INITIAL (for all title screens for game startup) - background.TITLE (for all title screens for level sets) to define a background image, sound or music file for a single screen: - background.titlescreen_initial_x (with x in 1,2,3,4,5) - background.titlescreen_x (with x in 1,2,3,4,5) - background.titlemessage_initial_x (with x in 1,2,3,4,5) - background.titlemessage_x (with x in 1,2,3,4,5) to define the title screen images: - titlescreen_initial_x (with x in 1,2,3,4,5) - titlescreen_x (with x in 1,2,3,4,5) to define the title text messages, place text files into the level set directory that have the following file names: - titlemessage_initial_x.txt (with x in 1,2,3,4,5) - titlemessage_x.txt (with x in 1,2,3,4,5) to define the properties of the text messages, either use directives that affect all text messages: - [titlemessage_initial]. - [titlemessage]. or use directives that affect single text messages: - titlemessage_initial_x. (with x in 1,2,3,4,5) - titlemessage_x. (with x in 1,2,3,4,5) valid values for are the same as for readme. below; use ".sort_priority" (default: 0) to define an arbitrary order for title images and title messages (which can therefore be mixed) 2007-03-14 * added full configurability of "readme.txt" screen appearance: - readme.x: - readme.y: - readme.width: - readme.height: - readme.chars: - readme.lines: - readme.align: left,center,right (default: center) - readme.top: top,middle,bottom (default: top) - readme.font: font name - readme.autowrap: true,false (default: true) - readme.centered: true,false (default: false) - readme.parse_comments: true,false (default: true) - readme.sort_priority: (not used here, but only for title screens) when "readme.chars" and/or "readme.lines" is set to "-1" (this is the default), they are automatically determined from "readme.width" and "readme.height" accordingly; when they are not "-1", they have precedence over "readme.width" and "readme.height" * added internal ad-hoc config settings for displaying text files like title messages or "readme.txt" style level set info files: - .font: font name (default: readme.font) - .autowrap: true,false (default: readme.autowrap) - .centered: true,false (default: readme.centered) - .parse_comments: true,false (default: readme.parse_comments) (the leading '.' and the separating ':' are mandatory here); to use these ad-hoc settings, they have to be written inside a comment, like "# .autowrap: false" or "# .centered: true"; these settings then override the above global settings (they can even be used more than once, like "# .centered: true", then some text that should be drawn centered, then "# .centered: false" to go back to non-centered text; important note: after using "# .parse_comments: false", or when using "readme.parse_comments: false", detecting and parsing comments inside the file is disabled and comments are just printed like normal text; also be aware that all automatic text size calculations are done with the font defined in "readme.font", while using different fonts using "# .font: " inside the text file may cause unexpected results 2007-03-08 * changed some numerical limits in the level editor from 255 to 999 2007-03-07 * added option "system.sdl_videodriver" to select SDL video driver * added output of SDL video and audio driver to "version info" page 2007-03-06 * added group element drawing to IntelliDraw drawing functions * fixed animation resetting problem again (last try broke Snake Bite) * fixed diagonal scrolling in screen scrolling (last try broke Pac Man) 2007-03-01 * added new (special) "include: " directive that works in all configuration files (like "graphicsinfo.conf") and that has the same effect as if that directive would be replaced with the content of the specified file (this can be useful to split large configuration files into several smaller ones and include them from one main file, or to store configuration settings that always stay the same into a separate file, while including it and only add those parts that really change) 2007-02-24 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine 2007-02-23 * fixed bug in "InitMovingField()" where treating an integer array as boolean caused wrong resetting of animations while elements are moving * fixed problem with resetting animations when starting element change 2007-02-08 * added sort priority for order of title screens and title messages 2007-02-07 * changed end of game again: do not wait for the user to press a key anymore, but directly ask/confirm tape saving and go to hall of fame * re-enabled quitting of lost game by pressing space or return again * added blanking of mouse pointer when displaying title screens * added remaining menu draw offset definitions for info sub-screens 2007-02-05 * added setup option to select game speed (from very slow to very fast) * improved handling of title text messages (initial and for level set) 2007-02-03 * added new options "auto-wrap" and "centered" for DC2 style envelopes 2007-01-31 * fixed displaying and typing of player name when it is centered * added special characters to be allowed for player name (not only A-Z) 2007-01-25 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore (newer versions of the SDL library seem to not like this anymore) 2007-01-23 * added code for configuration directives for control of game panel 2007-01-21 * fixed small cosmetical bug with underlining property tabs in editor 2007-01-20 * fixed small drawing bug in X11FadeRectangle * added new elements for newly supported Diamond Caves II levels: - EM/DC style exits that disappear after passing - white key and gate (one white key needed for each white gate) - fake gate (there is no key to open/pass this kind of gate!) - extended magic wall which also handles pearls and crystals - fast quicksand 2007-01-14 * changed maximum value for endless loop detection to a higher value (some levels really used very deep recursion without being endless) 2007-01-13 * added new elements for newly supported Diamond Caves II levels: - growing steel walls - snappable land mine 2007-01-08 * added new elements for newly supported Diamond Caves II levels: - steel text elements 2007-01-06 * added level file loader for native Diamond Caves II levels 2007-01-05 * version number set to 3.2.4 2007-01-05 * version 3.2.3 released 2007-01-04 * fixed malloc/free bug when updating EMC artwork entries in level list * added workaround (warning and request to quit the current game) when changing elements cause endless recursion loop (which would otherwise freeze the game, causing a crash-like program exit on some systems) 2006-12-16 * fixed nasty string overflow bug when entering too long envelope text 2006-12-05 * added feedback sounds for menu navigation "menu.item.activating" and "menu.item.selecting" (for highlighting and executing menu entries) 2006-12-03 * improved "no scrolling when relocating" to also consider scroll delay (meaning that the player is not automatically centered in this case; this makes it possible to "invisibly" relocate the player to a region of the level playfield which looks the same as the old level region) * fixed bug with not recognizing "main.input.name.align" when active 2006-12-02 * fixed bug with displaying masked borders over title screens when screen fading is disabled 2006-11-25 * fixed infinite loop / crash bug when killing the player while having a CE with the setting "kill player X when explosion of " * added special editor graphic for "char_space" to distinguish it from "empty_space" when editing a level (in-game graphics still the same) 2006-11-21 * fixed nasty bug with initialization only done for the first player 2006-11-19 * small change to handle loading empty element/content list micro chunks 2006-11-03 * uploaded pre-release (test) version 3.2.3-0 binary and source code 2006-11-01 * some optimizations on startup speed by reducing initial text output 2006-10-30 * added caching of custom artwork information for faster startup times 2006-10-29 * fixed graphical bug when using fewer menu entries on level selection screen than usual (with "menu.list_size.LEVELS" directive) * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from the backbuffer to the backbuffer by error (with identical rectangle) 2006-10-28 * fixed bug when displaying titlescreen with size less than element tile * fixed bug that caused elements with "change when digging " event to change for _every_ digged element, not only those specified in * fixed bug that caused impact style collision when dropping element one tile over the player that can both fall down and smash players * fixed bug that caused impact style collision when element changed to falling/smashing element over the player immediately after movement 2006-10-24 * fixed bug that allowed making engine snapshots from the level editor 2006-10-22 * fixed bugs with player name and current level positions on main screen 2006-10-20 * added configuration directives for control of title screens: - "title.fade_delay" for fading time - "title.post_delay" for pause between screens (when not crossfading) - "title.auto_delay" to automatically continue after some time these settings can each be overridden by specifying them with titles: - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}" - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}" fading mode can also be specified: - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade} - "titlescreen_{1-5}.anim_mode: {fade,crossfade} default is using normal fading for menues and initial title screens, while using cross-fading for level set title screens * fixed bug with background not drawn in Hall of Fame after game was won 2006-10-18 * added configuration directives for the remaining main menu items 2006-10-17 * added additional configuration directives for info screen draw offset: menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}] * added additional configuration directives for preview info text * limited mouse wheel sensitive screen area to scrollable screen area 2006-10-16 * added highlighted menu text entries to menu navigation when selected 2006-10-14 * fixed bug that prevented player from correctly being created in the top left corner by a custom element change in a level without player * fixed bug that prevented player from being killed when indestructible, non-walkable element is placed on player position by extended change * added configurable menu button, text and input positions to main menu 2006-10-13 * added page fading effects for remaining info sub-screens * fixed small bug that caused some delays when answering door request 2006-10-12 * added directives "border.draw_masked.*" for menu/playfield area and door areas to display overlapping/masked borders from "global.border" 2006-10-09 * fixed bug with CE with move speed "not moving" not being animated * when changing player artwork by CE action, reset animation frame 2006-10-03 * fixed bug with not unmapping main menu screen gadgets on other screens * fixed bug with un-pausing a paused game by releasing still pressed key * fixed bug with not redrawing screen when toggling to/from fullscreen mode while fast reloading tape (without redrawing playfield contents) * fixed bug with quick-saving tape snapshot despite answering with "no" 2006-08-30 * version number set to 3.2.3 2006-08-29 * version 3.2.2 released 2006-08-29 * fixed bug with redrawing screen in fullscreen mode after quick tape reloading when using the EMC game engine * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]" 2006-08-28 * fixed bug in GameWon() when level contains no exit (like in Sokoban) 2006-08-23 * added engine snapshot functionality for instant tape reloading (this only works for the last tape saved using "quick save", and does not work across program restarts, because it completely works in memory) 2006-08-21 * version number set to 3.2.2 2006-08-20 * version 3.2.1 released 2006-08-20 * fixed nasty bugs with handling error message file on Mac OS X systems 2006-08-19 * general code cleanup (removing many annoying "#if 0" blocks etc.) 2006-08-18 * fixed bug that caused broken tapes when manually appending to tapes using the "pause before death" functionality, followed by recording * added setup option to disable fading of screens for faster testing 2006-08-16 * code cleanup of new fading functions 2006-08-15 * changed behaviour after solved game -- do not immediately stop engine * added some more smooth screen fadings (game start, hall of fame etc.) 2006-08-14 * fixed bug with displaying pushed CE with value/score/delay anim_mode 2006-08-12 * added configurable level preview position, tile size and dimensions * added configurable game panel value positions (gems, time, score etc.) 2006-08-10 * fixed small bug with time displayed incorrectly when collecting CEs 2006-08-07 * fixed bug with bumpy scrolling with EM engine in double player mode 2006-08-05 * added compatibility code to fix "Snake Bite" style levels that were broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0 2006-08-04 * fixed bug with scrollbars inside editor when using the Windows mouse enhancement tool "True X-Mouse" (which injects key events to the event queue to insert selected stuff into the Windows clipboard, which gets confused with the "Insert" key for jumping to the last editor cascade block in the element list) * added Rocks'n'Diamonds icon for use as window icon to SDL version * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time 2006-08-01 * added selection of preferred fullscreen mode to setup / graphics menu (useful if default mode 800 x 600 does not match screen aspect ratio) 2006-07-30 * improved down-scaling of images for better editor and preview graphics * changed user data directory for Mac OS X from Unix style to new place 2006-07-26 * improved level number selection in main menu and player selection in setup menu (input devices section) by using standard button gadgets * added support for mouse scroll wheel (caused buggy behaviour before) * added support for scrolling horizontal scrollbars with mouse wheel by holding "Shift" key pressed while scrolling the wheel * added support for single step mouse wheel scrolling by holding "Alt" key pressed while scrolling the wheel (can be combined with "Shift") * changed output file "stderr.txt" on Windows platform now always to be created in the R'n'D sub-directory of the personal documents directory * added Windows message box to direct to "stderr.txt" after error aborts 2006-07-25 * improved general scrollbar handling (when jump-scrolling scrollbars) 2006-07-23 * changed scrollbars to always show last line as first after scrolling (that means jumping n - 1 screen lines instead of n screen lines) 2006-07-22 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3) * fixed level time for EMC levels for V2 engine (V2 and V5 levels) * fixed special handling of vertically stacked acid becoming fake acid 2006-07-16 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can affect multiple instances of the same CE, although this kind of change condition usually only affects one single custom element 2006-07-16 * version number set to 3.2.1 2006-07-16 * version 3.2.0 released 2006-06-23 * reorganized level editor element list a bit to match engines better 2006-06-21 * fixed newly introduced bug with wrongly initializing clipboard element 2006-06-19 * fixed bug with displaying visible/invisible level border in editor 2006-06-14 * reorganized some elements in the level editor element list 2006-06-06 * fixed bug with displaying any player as "yellow" when moving into acid * fixed bug with displaying running player when player stopped at border 2006-06-03 * fixed bug with player exploding when moving into acid * fixed bug with level settings being reset in editor and when playing (some compatibility settings being set not only after level loading) * fixed crash bug when number of custom graphic frames was set to zero * fixed bug with teleporting player on walkable tile not working anymore * added partial compatibility support for pre-release-only "CONF" chunk (to make Alan Bond's "color cycle" demo work again :-) ) 2006-05-30 * fixed some bugs when displaying title screens from info screen menu * fixed bug which caused EMC doors #5 to #8 to be passable without keys 2006-05-20 * changed file major version to 3 to reflect level file format changes * uploaded pre-release (test) version 3.2.0-8 binary and source code 2006-05-19 * added new chunk "NAME" to level file format for level name settings * added new chunk "NOTE" to level file format for envelope settings * changed name of chunk "CONF" to "ELEM" (for normal element settings) * updated magic(5) file to recognize changed and new level file chunks * removed change events "change when CE value/score changes" as unneeded 2006-05-17 * changed gravity (which only affects the player) from level property to player property (only makes a difference in multi-player levels) * added change events "change when CE value/score changes" * added change events "change when CE value/score changes of " 2006-05-16 * added new chunk "INFO" to level file format for global level settings * added all element settings from "HEAD" chunk to "CONF" chunk * added all global level settings from "HEAD" chunk to "INFO" chunk 2006-05-09 * changed level file format by adding two new chunks "CUSX" (for custom elements, replacing the previous "CUS4" chunk) and "GRPX" (for group elements, replacing the previous "GRP1" chunk); these new IFF style chunks use the new and flexible "micro chunks inside chunks" technique already used with the new "CONF" chunk (for normal element properties) which makes it possible to easily extend the existing level format (instead of using fixed-length chunks like before, which are either too big due to reserved bytes for future use, or too small when those reserved bytes have all been used and even more data should be stored, requiring the replacement by new and larger chunks just like it went with "CUS1" to "CUS4"); this whole problem now does not exist anymore 2006-05-06 * added credits pages to the "credits" section that were really missing * added some missing element descriptions to the level editor * added down position of switchgate switch to the level editor and allowed the use of both switch positions at the same time * changed use of "Insert" and "Delete" keys to navigate element list in level editor to start of previous or next cascading block of elements 2006-05-05 * added the possibility to view the title screen to the info screen menu * fixed some minor bugs with viewing title screens 2006-05-02 * fixed bug with title (cross)fading in/out when using fullscreen mode 2006-04-30 * fixed bug that forced re-defining of menu settings in local graphics config file which are already defined in existing base config file * fixed small bug that caused door sounds playing when music is enabled 2006-04-29 * added the possibility to define up to five title screens for each level set that are displayed after loading using (cross)fading in/out (this was added to display the various start images of the EMC sets) 2006-04-28 * added "CE score gets zero [of]" to custom element trigger conditions * added setup option to display element token name in level editor 2006-04-19 * added compatibility code for Juergen Bonhagen's menu artwork settings 2006-04-15 * fixed bug with displaying wrong animation frame 0 after CE changes * fixed bug with creating invisible elements when light switch is on 2006-04-06 * added selection between ECS and AGA graphics for EMC levels to setup 2006-04-04 * adjusted font handling for various narrow EMC style fonts 2006-04-03 * changed EM engine behaviour back to re-allow initial rolling springs 2006-04-02 * fixed handling of over-large selectboxes (less error-prone now) * fixed bug when creating GE with walkable element under the player 2006-04-01 * added use of "Insert" and "Delete" keys to navigate element list in level editor to start of custom elements or start of group elements * added virtual elements to access CE value and CE score of elements: - "CE value of triggering element" - "CE score of triggering element" - "CE value of current element" - "CE score of current element" 2006-03-30 * fixed "grass" to "sand" in older EM levels (up to file version V4) 2006-03-29 * changed behaviour of network games with internal errors (because of different client frame counters) from immediately terminating R'n'D to displaying an error message requester and stopping only the game (also to prevent impression of crashes under non command-line runs) * fixed playing network games with the EMC engine (did not work before) * fixed bug with not scrolling the screen in multi-player mode with the focus on player 1 when all players are moving in different directions * fixed bug with keeping pointer to gadget even after its deallocation * fixed bug with allowing "focus on all players" in network games * fixed bug with player focus when playing tapes from network games 2006-03-22 * uploaded pre-release (test) version 3.2.0-7 binary and source code 2006-03-19 * code cleanup for game action control for R'n'D and EMC game engine 2006-03-18 * fixed bug in multi-player movement with focus on both players * added option to control only the focussed player with all input 2006-03-14 * added player focus switching to level tape recording and re-playing 2006-03-13 * fixed some bugs in player focus switching in EMC and RND game engine 2006-03-11 * added special Supaplex animations for Murphy digging and snapping * added special Supaplex animations for Murphy being bored and sleeping 2006-03-10 * added four new yam yams with explicit start direction for EMC engine * fixed bug in src/libgame/text.c with printing text outside the window 2006-03-09 * fixed small bug in EMC level loader (copyright sign in EM II levels) 2006-03-08 * added delayed ignition of EM style dynamite when used in R'n'D engine * added limited movement range to EMC engine when focus on all players 2006-03-06 * fixed bug with missing (zero) score values for native Supaplex levels 2006-03-05 * added "continuous snapping" (snapping many elements while holding the snap key pressed, without releasing the snap key after each element) as a new player setting for more compatibility with the classic games 2006-03-04 * finished scrolling for "focus on all players" in EMC graphics engine 2006-02-28 * level sets with "levels: 0" are ignored for levels, but not artwork * fixed bug when scanning empty level group directories (endless loop) 2006-02-26 * fixed bug with explosion graphic for player using "Murphy" graphic * fixed bug with explosion graphic if player leaves explosion in time * changed some descriptive text in setup menu to use medium-width font * added key shortcut settings for switching player focus to setup menu 2006-02-25 * fixed bug with random value initialization when recording tapes * fixed bug with playing single player tapes when team mode activated 2006-02-22 * fixed little bug when trying to switch to player that does not exist 2006-02-19 * added player switching (visual and quick) to R'n'D and EM game engine * added setup option to select visual or quick in-game player switching 2006-02-16 * added use of "Home" and "End" keys to handle element list in editor 2006-02-15 * fixed bug with adding score when playing tape with EMC game engine * added steel wall border for levels using EMC engine without border * finally fixed delayed scrolling in EMC engine also for small levels 2006-02-12 * fixed potential crash bug in WarnBuggyBase() (missing boundary check) 2006-02-11 * fixed bug with CE change order in TestIfElementTouchesCustomElement() * fixed bug when displaying info element without action, but direction 2006-02-09 * fixed minor graphical problems with springs smashing and slurping (when using R'n'D style graphics instead of EMC style graphics) 2006-02-07 * added scroll delay (as configured in setup) to EMC graphics engine 2006-02-06 * improved screen redraw for EMC graphics engine (faster and smoother) * when not scrolling, do not redraw the whole playfield if not needed 2006-02-03 * added multi-player mode for EMC game engine (with up to four players) 2006-01-28 * added android (can clone elements) from EMC engine to R'n'D engine 2006-01-14 * added spring bumper (reflects spring) from EMC engine to R'n'D engine 2006-01-11 * added selectbox for initial player speed to player settings in editor 2006-01-11 * version 3.1.2 created that is basically version 3.1.1, but with a major bug fixed that prevented editing your own private levels * version 3.1.2 released 2006-01-09 * added magic ball (creates elements) from EMC engine to R'n'D engine 2006-01-07 * uploaded fixed pre-release version 3.2.0-6 binary and source code 2006-01-07 * fixed bug when using "CE can leave behind " * added new change condition "(after/when) creation of " * added new change condition "(after/when) digging " * fixed bug accessing invalid gadget that caused crashes under Windows * deactivated new possibility for multiple CE changes per frame 2006-01-04 * uploaded pre-release (test) version 3.2.0-6 binary and source code 2006-01-02 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf * fixed bug with not keeping CE value for moving CEs with only action * changed CE action selectboxes in editor to be only reset when needed 2006-01-01 * added option "use artwork from element" for custom player artwork * added option "use explosion from element" for player explosions 2005-12-30 * added cascaded element lists in the level editor * added persistence for cascaded element lists by "editorcascade.conf" * added dynamic element list with all elements used in current level * added possibility for multiple CE changes per frame (experimental) 2005-12-28 * uploaded pre-release (test) version 3.2.0-5 binary and source code 2005-12-27 * changed "score for each 10 seconds/steps left" to "1 second/step" * added own score for collecting "extra time" instead of sharing it * added change events "switched by player" and "player switches " * added change events "snapped by player" and "player snaps " * added "set player artwork: " to CE action options * added change event "move of " 2005-12-22 * added "set player shield: off / normal / deadly" to CE action options * added new player option "use level start element" in level editor to set the correct focus at level start to elements from which the player is created later (this did not work before for cascaded CE changes resulting in creation of the player; it is now also possible to create the player from a yam yam which is smashed at level start) 2005-12-20 * added "set player speed: frozen (not moving)" to CE action options * added "move player: l/r/u/d/trigger/-trigger" to CE action options 2005-12-17 * added new player option "block snap field" (enabled by default) to make it possible to show a snapping animation like in Emerald Mine 2005-12-16 * added dynamic selectboxes to custom element action settings in editor * added "CE value" counter for custom elements (instead of "CE count") * added option to use the last "CE value" after custom element change * added option to use the "CE value" of other elements in CE actions * fixed odd behaviour when pressing time orb in levels w/o time limit * added checkbox "use time orb bug" for older levels that use this bug 2005-12-15 * added missing configuration settings for the following elements: - EL_TIMEGATE_SWITCH (time of open time gate) - EL_LIGHT_SWITCH_ACTIVE (time of light switched on) - EL_SHIELD_NORMAL (time of shield duration) - EL_SHIELD_DEADLY (time of shield duration) - EL_EXTRA_TIME (time added to level time) - EL_TIME_ORB_FULL (time added to level time) 2005-12-14 * added "wind direction" as a movement pattern for custom elements * added initial wind direction for balloon / custom elements to editor * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine 2005-12-13 * added parameters for "game of life" and "biomaze" elements to editor 2005-12-12 * added level file chunk "CONF" for generic level and element settings 2005-12-11 * uploaded pre-release (test) version 3.2.0-4 binary and source code 2005-12-11 * skip empty level sets (with "levels: 0"; may be artwork base sets) * added sound action ".page[1]" to ".page[32]" for each CE change page 2005-12-10 * added image config suffix ".clone_from" to copy whole image settings * fixed bug with invalid ("undefined") CE settings in old level files 2005-12-05 * fixed graphical bug with smashing elements falling faster than player 2005-12-03 * fixed major bug which prevented private levels from being edited * fixed bug with precedence of general and special font definitions 2005-12-02 * fixed graphical bug with player animation when player moves slowly 2005-11-29 * uploaded pre-release (test) version 3.2.0-3 binary and source code 2005-11-28 * fixed bug which prevented "global.num_toons: 0" from working 2005-11-27 * major code cleanup (removed all these annoying "#if 0" blocks) 2005-11-26 * added custom element actions for CE change page in level editor 2005-11-19 * fixed music initialization bug in init.c (thanks to David Binderman) * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan) (this bug must probably be fixed at other places, too) 2005-10-16 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h (should be '#include ' instead) 2005-08-20 * fixed bug which prevented "walkable from no direction" from working (due to compatibility code overwriting this setting after loading) 2005-08-15 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine 2005-08-07 * version number temporarily set to 3.1.1 (intermediate bugfix release) * version 3.1.1 released 2005-08-07 * changed some va_arg() arguments from 'long' to 'int', fixing problems on 64-bit architecture systems with LP64 data model 2005-08-06 * fixed bug with bombs not exploding when hitting the last level line (introduced after the release of 3.1.0) 2005-08-06 * added support for dumping small-sized level sketches from editor 2005-07-24 * added recognition of "trigger element" for "change digged element to" (this is not really what the "trigger element" was made for, but its use may seem obvious for leaving back digged elements unchanged) 2005-07-23 * fixed multiple warnings about failed joystick device initialization 2005-06-27 * fixed bug with dynamite dropped on top of just dropped custom element (collect dynamite, collect CE, drop CE => dynamite was also dropped); dynamite can still be dropped, but drop key must be released before 2005-06-27 * fixed bug with wrong start directory when started from file browser (due to this bug, R'n'D could not be started from KDE's Konqueror) 2005-06-26 * fixed bug causing "change when impact" on player not working * fixed wrong priority of "hitting something" over "hitting " * fixed wrong priority of "hit by something" over "hit by " 2005-06-14 * fixed graphical bug which caused the player (being Murphy) to show collecting animations although the element was collected by penguin 2005-06-08 * fixed two bugs causing wrong door background graphics in system.c (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()") 2005-06-06 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine * added "no direction" to "walkable/passable from" selectbox options 2005-06-05 * enhanced tape autoplay to accept "autoplay [ ...]" format * in tape autoplay, not only report broken, but also missing tapes 2005-05-31 * uploaded pre-release (test) version 3.2.0-2 binary and source code 2005-05-27 * fixed small bug with "linear" animation not working for active lamp 2005-05-24 * fixed bug with moving up despite gravity due to "block last field" * fixed small bug with wrong draw offset when typing name in main menu * when reading user names from "passwd", ignore data after first comma * when creating new "levelinfo.conf", only write some selected entries 2005-04-28 * fixed displaying "imported from/by" on preview with empty string * fixed ignoring draw offset for fonts used for level preview texts 2005-04-24 * fixed a delay problem with SDL and too many mouse motion events * added setup option "skip levels" and level skipping functionality 2005-03-19 * added move speed "not moving" for non-moving CEs, but with direction 2005-03-06 * fixed mapping of obsolete element token names in "editorsetup.conf" * fixed bug with sound "acid.splashing" treated as a loop sound * fixed some little sound bugs in native EM engine 2005-02-20 * fixed small bug when dragging scrollbars to end positions 2005-02-14 * added editor element descriptions written by Aaron Davidson 2005-02-02 * improved fallback handling when configured artwork is not available (now using default artwork instead of exiting when files not found) 2005-02-01 * fixed bug on level selection screen when dragging scrollbar 2005-01-19 * fixed bug which caused broken tapes when appending to EM engine tapes 2005-01-17 * uploaded pre-release (test) version 3.2.0-1 binary and source code 2005-01-17 * added code to replace changed artwork config tokens with other tokens (needed for backwards compatibility, so that older tokens still work) 2005-01-16 * added native R'n'D graphics for some new EMC elements in EM engine 2005-01-15 * fixed some bugs in the EM engine integration code * changed EM engine code to allow diagonal movement * changed EM engine code to allow use of separate snap and drop keys 2005-01-03 * fixed some redraw bugs when using EM engine 2005-01-02 * fixed bug with not converting RND levels which are set to use native engine to native level structure when loading 2005-01-01 * uploaded pre-release (test) version 3.2.0-0 binary and source code 2005-01-01 * version number set to 3.2.0 2004-12-30 * level data now reset to defaults after attempt to load invalid file 2004-11-13 * added use of "editorsetup.conf" for different level sets 2004-10-26 * added auto-detection for various types of Emerald Mine level files 2004-10-17 * fixed bug with scrollbars getting too small when list is very large 2004-10-09 * fixed bug with 3+3 (cross) sized explosion not making explosion sound 2004-10-04 * added most level editor configuration gadgets for new EMC elements 2004-10-01 * added more element and graphic definitions for new EMC elements 2004-09-27 * modified native EM engine to use integrated R'n'D sound system 2004-09-21 * added SDL support to graphics functions in native EM engine (by always using generic libgame interface functions) 2004-09-20 * fixed bug in frame synchronization in native EM engine 2004-09-18 * added code to convert levels between R'n'D and native EM engine 2004-08-23 * new Emerald Mine engine can now play levels selected in main menu 2004-08-16 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()" (which creates scaled down graphics for level editor and preview); there's still a memory leak somewhere in the artwork handling code * added "scale image up" functionality to X11 version of zoom function 2004-08-14 * first attempts to integrate new, native Emerald Mine Club engine 2004-08-07 * fixed bug in gadget code which caused reset of CEs in level editor (example: pressing 'b' [grab brush] on CE config page erased values) (solution: check if gadgets in ClickOnGadget() are really mapped) * improved level change detection in editor (settings now also checked) * fixed bug with "can move into acid" and "don't collide with" state 2004-07-29 * fixed maze runner style CEs to use the configured move delay value 2004-06-27 * added Aaron Davidson's tutorial level set to the "Tutorials" section 2004-06-20 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens" * fixed the above fix because it broke level set "machine" (*sigh*) * fixed random element placement in level editor to work as expected * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND" 2004-06-15 * re-recorded tape for BD2K3, level 010 (broken due to bugfix) 2004-06-13 * fixed bug (missing array boundary check) which caused broken tapes * fixed bug (when loading level template) which caused broken levels * fixed bug with new block last field code when using non-yellow player 2004-06-12 * fixed bug when pressing "stop, pause, stop, play" on tape recorder * internal change of how the player blocks the last field when moving * fixed blocking delay of last field for EM and SP style block delay * fixed bug where the player had to wait for the usual move delay after unsuccessfully trying to move, when he directly could move after that * the last two changes should make original Supaplex level 93 solvable * improved use of random number generator to make it less predictable * fixed behaviour of slippery SP elements to let slip left, then right 2004-06-11 * fixed bug with wrong door state after trying to quickload empty tape * fixed waste of static memory usage of the binary, making it smaller * fixed very little graphical bug in Supaplex explosion 2004-06-07 * version number set to 3.1.1 2004-06-07 * version 3.1.0 released 2004-06-07 * fixed bug with crash when writing user levelinfo.conf the first time 2004-06-06 * added option "convert LEVELDIR [NR]" to command line batch commands * re-converted Supaplex levels to apply latest engine fixes * changed "use graphic/sound of element" to "use graphic of element" due to compatibility problems with some levels ("bug machine" etc.) 2004-05-23 * fixed bug with CE change replacing player with same or other player 2004-05-16 * fixed bug with opaque font in envelope with background graphic when background graphic is not transparent itself 2004-05-12 * added "gravity on" and "gravity off" ports for Supaplex compatibility * corrected original Supaplex level loading code to use these new ports * also corrected Supaplex loader to auto-count infotrons if set to zero 2004-05-10 * fixed bug with missing initialization of "modified" flag for GEs 2004-05-09 * fixed bug that caused endless recursion loop when relocating player * fixed tape recorder bug in "step mode" when using "pause before end" * fixed tape recorder bug when changing from "warp forward" mode 2004-05-08 * fixed bug with "when touching" for pushed elements at last position 2004-05-05 * fixed bug that caused two activated toolbox buttons in level editor * fixed bug with exploding dynabomb under player due to other explosion 2004-05-02 * fixed bug with creating walkable custom element under player (again) * fixed bug with not copying explosion type when copying CEs in editor * fixed graphical bug when drawing player in setup menu (input devices) * fixed graphical bug when the player is pushing an accessible element * fixed bug with classic switchable elements triggering CE changes * fixed bug with entering/leaving walkable element in RelocatePlayer() * fixed crash bug when CE leaves behind the trigger player element 2004-04-30 * fixed bug with broken tubes after placing/exploding dynamite in them * fixed bug with exploding dynamite under player due to other explosion * fixed bug with not resetting push delay under certain circumstances 2004-04-27 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm) * added network multiplayer code for Windows (thanks to Niko Böhm) 2004-04-25 * added option "reachable despite gravity" for gravity movement * changed gravity movement of most classic walkable and passable elements back to "not reachable" (for compatibility reasons) 2004-04-24 * fixed (removed) "indestructible" / "can explode" dependency in editor * fixed (removed) "accessible inside" / "protected" dependency * fixed (removed) "step mode" / "shield time" dependency 2004-04-23 * fixed dynabombs exploding now into anything diggable * fixed Supaplex style gravity movement into buggy base now impossible * added pressing key "space" as valid action to select menu options 2004-04-20 * added "replace when walkable" to relocate player to walkable element * added "enter"/"leave" event for elements affected by relocation * fixed "direct"/"indirect" change order also for "when change" event * fixed graphical bug when pushing things from elements walkable inside 2004-04-18 * fixed graphic bug when player is snapping while moving in old levels * fixed bug when a moving custom element leaves a player element behind * fixed bug with mole not disappearing when moving into acid pool * fixed bug with incomplete path setting when using "--basepath" option * moving CE can now leave walkable elements behind under the player * when relocating, player can be set on walkable element now * fixed another gravity movement bug 2004-04-12 * uploaded pre-release (test) version 3.1.0-2 binary and source code 2004-04-10 * added "collectible" and "removable" to extended replacement types (where "removable" replaces "diggable" and "collectible" elements) * added "collectible & throwable" (to throw element to the next field) * fixed bug with CEs digging elements that are just about to explode * changed mouse cursor now always being visible when game is paused 2004-04-09 * added possibility to push/press accessible elements from a side that is not accessible * fixed bug with not setting actual date when appending to tape 2004-04-07 * fixed bug with incorrectly initialized custom element editor graphics 2004-04-04 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson": - number of levels corrected from 18 to 17 in "levelinfo.conf" 2004-03-31 * fixed bug with destroyed robot wheel still attracting robots forever * fixed bug with time gate switch deactivating after robot wheel time (while the time gate itself is not affected by this misbehaviour) * changed behaviour of BD style amoeba to always get blocked by player (before it was different when there were non-BD elements in level) * fixed bug with player destroying indestructable elements with shield 2004-03-26 * added option to make growing elements grow into anything diggable (for the various amoeba types, biomaze and "game of life") 2004-03-24 * fixed bug with movable elements not moving after left behind by CEs * changed gravity movement to anything diggable, not only sand/base * optionally allowing passing to walkable element, not only empty space * added option "can pass to walkable element" for players * finally fixed gravity movement (hopefully) 2004-03-23 * fixed bug with movable elements not moving anymore after falling down 2004-03-22 * fixed another bug with custom elements digging and leaving elements * fixed bug with "along left/right side" and automatic start direction * trigger elements now also displayed when "more custom" deactivated * fixed bug with clipboard element initialized when loading new level * added option "drop delay" to set delay before dropping next element 2004-03-21 * uploaded pre-release (test) version 3.1.0-1 binary and source code 2004-03-20 * added copy and paste functions for custom change pages * enhanced graphical display and functionality of tape recorder * fixed bug with custom elements digging and leaving elements 2004-03-19 * added move speed faster than "very fast" for custom elements * fixed bug with 3+3 style explosions and missing border content * fixed little bug when copying custom elements in the editor * enhanced custom element changes by more side trigger actions 2004-03-16 * added option "no scrolling when relocating" for instant teleporting * uploaded pre-release (test) version 3.1.0-0 binary and source code 2004-03-15 * added trigger element and trigger player to use as target elements * added copy and paste functions for custom and group elements 2004-03-14 * fixed graphical bug when displaying explosion animations * fixed bug when appending to tapes, resulting in broken tapes * re-recorded a few tapes broken by fixing gravity checking bug 2004-03-13 * "can move into acid" property now for all elements independently * "can fall into acid" property for player stored in same bitfield now * added option for deadliness of Supaplex 'sniksnak' and 'electron' * version number set to 3.1.0 (finally!) 2004-03-09 * changed tape recording to only record input, not programmed actions 2004-03-08 * fixed totally broken (every 8th frame skipped) step-by-step recording * fixed bug with requester not displayed when quick-loading interrupted * added option "can fall into acid (with gravity)" for players * fixed bug with player not falling when snapping down with gravity 2004-03-07 * fixed bug which messed up key config when using keypad number keys 2004-03-03 * fixed bug which allowed moving upwards even when gravity was active * fixed bug with missing error handling when dumping levels or tapes 2004-03-02 * added different colored editor graphics for Supaplex gravity tubes 2004-03-01 * fixed bug that allowed solvable tapes for unsolvable levels 2004-02-28 * use unlimited number of droppable elements when "count" set to zero * added option to use step limit instead of time limit for level 2004-02-27 * added player and change page as trigger for custom element change 2004-02-24 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1) 2004-02-22 * fixed bug with dark yamyam changing to acid when moving over acid * fixed handling of levels with more than 999 seconds level time (example: level 76 of "Denmine") 2004-02-21 * "spring push bug" reintroduced as configurable element property * fixed bug with missing properties for "mole" * fixed bug that showed up when fixing the above "mole" properties bug * added option "can move into acid" for all movable elements * fixed graphical bug for elements moving into acid * changed event handling to handle all pending events before going on 2004-02-17 * fixed bug which caused all CE change pages to be ignored which had the same change event, but used a different element side (reported by Simon Forsberg) * fixed bug which caused elements that can move and fall and that are transported by a conveyor belt to continue moving into that direction after leaving the conveyor belt, regardless of their own movement type; only elements which can not move are transported now (reported by Simon Forsberg) * fixed bug which could cause an array overflow in RelocatePlayer() (reported by Niko Böhm) * changed Emerald Mine style "passable / over" elements to "protected" (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate) * added new option to select from which side a "walkable/passable" element can be entered 2004-02-16 * added explosion and ignition delay for elements that can explode 2004-02-05 * fixed bug which caused player not being protected against enemies when a CE was "walkable / inside" and was not "indestructible" * added "walkable/passable" fields to be "protected/unprotected" against enemies, even if not accessible "inside" but "over/under" 2004-02-04 * corrected move pattern to 32 bit and initial move direction to 8 bit 2004-02-03 * added second custom element base configuration page 2004-02-02 * added some special EMC mappings to Emerald Mine level loader (also covering previously unknown element in level 0 of "Bondmine 8") 2004-01-30 * added option to block last field when player is moving (for Supaplex) * adjusted push delay of Supaplex elements * removed delays for envelopes etc. when replaying with maximum speed * fixed bug when dropping element on a field that just changed to empty 2004-01-29 * fixed bug: infotrons can now smash yellow disks * fixed bug: when gravity active, port above player can now be entered * removed "one white dot" mouse pointer which irritated some people 2004-01-26 * added "choice type" for group element selection 2004-01-25 * fixed bug with initial invulnerability of non-yellow player 2004-01-23 * added level loader for loading native Supaplex packed levels (including multi-part levels like the "splvls99" levels) 2004-01-19 * fixed bug which allowed creating emeralds by escaping explosions 2004-01-18 * custom elements can change (limited) or leave (unlimited) elements * finally added multiple matches using group elements * added shortcut to dump brush (type ":DB" in editor) for use in forum 2004-01-17 * added new start movement type "previous" for continued CE movement * added new start movement type "random" for random CE movement start 2004-01-17 * added new element "sokoban_field_player" needed for Sokoban levels (thanks to Ed Booker for pointing this out!) 2004-01-15 * added elements that can be digged or left behind by custom elements 2004-01-12 * added group elements for multiple matches and random element creation 2004-01-11 * fixed some graphical errors displayed in old levels 2004-01-10 * fixed wrong double speed movement after passing closing gates 2004-01-03 * added level loader for loading native Emerald Mine levels 2004-01-02 * changes for "shooting" style CE movement 2004-01-01 * Happy New Year! ;-) 2003-12-27 * changed default snap/drop keys from left/right Shift to Control keys 2003-12-27 * fixed bug with dead player getting reanimated from custom element 2003-12-14 * fixed bug with wrong penguin graphics (when entering exit) 2003-12-14 * fixed bug with wrong "Murphy" graphics (when digging etc.) 2003-12-14 * version number set to 3.0.9 2003-12-14 * version 3.0.8 released 2003-12-13 * added function checked_free() 2003-12-13 * fixed bug with double nut cracking sound (by eliminating "default element action sound" assignment in init.c) 2003-12-10 * fixed crash when no music info files are available 2003-12-07 * fixed boring and sleeping sounds 2003-12-05 * added "maze runner" and "maze hunter" movement types * added extended collision conditions for custom elements 2003-12-03 * added warnings for undefined token values in artwork config files 2003-12-02 * added menu entry for level set information to the info screen 2003-12-02 * fixed bug with wrong default impact sound for colored emeralds 2003-11-30 * added several sub-screens for the info screen * menu text now also clickable (not only blue/red sphere left of it) 2003-11-25 * added configurable "bored" and "sleeping" animations for the player * added "awakening" sound for player when waking up after sleeping 2003-11-22 * added "copy" and "exchange" functions for custom elements to editor 2003-11-21 * added configurable element animations for info screen 2003-11-20 * added configurable music credits for info screen 2003-11-19 * finally fixed tape recording when player is created from CE change 2003-11-18 * added "editorsetup.conf" for editor element list configuration 2003-11-16 * added "musicinfo.conf" for menu and level music configuration 2003-11-14 * fixed a very nasty bug in dragon turning code in TurnRoundExt() (that only showed up on Linux, but not on Windows systems) 2003-11-13 * fixed turning movement of butterflies and fireflies (no frame reset) * enhanced sniksnak turning movement (two steps instead of only one) 2003-11-10 * version number set to 3.0.8 2003-11-10 * version 3.0.7 released 2003-11-09 * fixed reset of player animation frame when, for example, walking, digging or collecting share the same animation * fixed CE with "deadly when touching" exploding when touching amoeba 2003-11-08 * fixed tape recording when player is created from CE element change 2003-11-04 * introduced "turning..." action graphic for elements with move delay (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam) * added turning animations for bug, spaceship and sniksnak 2003-11-03 * prevent "extended" changed elements from delay change in same frame 2003-11-02 * fixed bug when pushing element that can move away to the side (like pushing falling elements, but now with moving elements) 2003-11-01 * finally fixed serious bug in code for delayed element pushing (again) 2003-10-19 * unavailable setup options now marked as "n/a" instead of "off" * new boolean directive "latest_engine" for "levelinfo.conf": when set to "true", levels are always played with the latest game engine, which is desired for levels that are imported from other games; all other levels are played with the engine version stored in level file (which is normally the engine version the level was created with) 2003-10-18 * fixed serious bug in code for delayed element pushing * fixed little bug in animation frame selection for pushed elements * speed-up of reading config file for verbose output 2003-10-08 * added configuration option for opening and closing Supaplex exit * added configuration option for moving up/down animation for Murphy * fixed incorrectly displayed animation for attacking dragon * fixed bug with not setting initial gravity for each new game * fixed bug with teleportation of player by custom element change * fixed bug with player not getting smashed by rock sometimes 2003-10-06 * version number set to 3.0.7 2003-10-06 * version 3.0.6 released 2003-10-05 * added support for MP3 music for SDL version through SMPEG library 2003-10-03 * fixed bug when initializing font graphic structure * fixed bug with animation mode "pingpong" when using only 1 frame * fixed bug with extended change target introduced in 3.0.5 * fixed bug where passing over moving element doubles player speed * fixed bug with elements continuing to move into push direction * fixed bug with duplicated player when dropping bomb with shield on * added "switching" event for custom elements ("pressing" only once) * fixed switching bug (resetting flag when not switching but not idle) 2003-09-29 * fixed element tokens for certain file elements with ".active" etc. 2003-09-29 * version number set to 3.0.6 2003-09-29 * version 3.0.5 released 2003-09-28 * now four envelope elements available * font, background, animation and sound for envelope now configurable * main menu doors opening/closing animation type now configurable 2003-09-27 * active/inactive sides configurable for custom element changes * new movement type "move when pushed" available for custom elements 2003-09-20 * fixed bug in multiple config pages loader code that caused crashes 2003-09-13 * enhanced (remaining low-resolution) Supaplex graphics 2003-09-13 * version number set to 3.0.5 2003-09-13 * version 3.0.4 released 2003-09-12 src/tools.c * fixed bug in custom definition of crumbled element graphics 2003-09-11 src/files.c * fixed bug in multiple config pages code that caused crashes 2003-09-08 * version number set to 3.0.4 2003-09-08 * version 3.0.3 released 2003-09-07 * added music to Supaplex classic level set 2003-09-07 src/libgame/misc.c * added support for loading various music formats through SDL_mixer 2003-09-06 (various source files) * fixed several nasty bugs that may have caused crashes on some systems * added envelope content which gets displayed when collecting envelope * added multiple change event pages for custom elements 2003-08-24 src/game.c * fixed problem with player animation when snapping and moving 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c * fixed problem with flickering when drawing toon animations 2003-08-23 src/libgame/sdl.c * fixed problem with setting mouse cursor in SDL version in fullscreen 2003-08-23 src/game.c * fixed bug (missing array boundary check) which could crash the game 2003-08-23 * version number set to 3.0.3 2003-08-22 * version 3.0.2 released 2003-08-21 src/game.c * fixed bug with creating inaccessible elements at player position 2003-08-20 src/init.c * fixed bug with not finding current level artwork directory 2003-08-20 src/files.c * fixed bug with choosing wrong engine version when playing tapes * fixed bug with messing up custom element properties in 3.0.0 levels 2003-08-18 * version number set to 3.0.2 2003-08-18 * version 3.0.1 released 2003-08-17 (no source files affected) * changed all "classic" PCX image files with 16 colors or less to 256 color (8 bit) storage format, because the Allegro game library cannot handle PCX files with less than 256 colors (contributed graphics are not affected and might look wrong in the DOS version) 2003-08-16 src/init.c * fixed bug which (for example) crashed the level editor when defining "dynamite.EDITOR: [NONE]", because graphics may not be undefined (only set to default) -- invalid graphics now set to default graphic 2003-08-16 src/init.c * fixed graphical bug of player digging/collecting/snapping element when no corresponding graphic/animation is defined for this action, resulting in player being drawn as EL_EMPTY (which should only be done to elements being collected, but not to the player) 2003-08-16 src/game.c * fixed small graphical bug of player not totally moving into exit 2003-08-16 src/libgame/setup.c * fixed bug with wrong MS-DOS 8.3 filename conversion 2003-08-16 src/tools.c * fixed bug with invisible mouse cursor when pressing ESC while playing 2003-08-16 (various source files) * added another 128 custom elements (disabled in editor by default) 2003-08-16 src/editor.c * fixed NULL string bug causing Solaris to crash in sprintf() 2003-08-16 src/screen.c * fixed drawing over scrollbar on level selection with custom fonts 2003-08-15 src/game.c * cleanup of simple sounds / loop sounds / music settings 2003-08-08 (various source files) * added custom element property for dropping collected elements 2003-08-08 src/conf_gfx.c * fixed bug with missing graphic for active red disk bomb 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h * extended variable "level.gravity" to "level.initial_gravity" and "game.current_gravity" to prevent level setting from being changed by playing the level (keeping the runtime value after playing) * fixed graphics bug when digging element that has 'crumbled' graphic definition, but not 'diggable' graphic definition 2003-08-06 * version number set to 3.0.1 2003-08-05 * version 3.0.0 released 2003-08-05 * various bug fixes; among others: - fixed bug with pushing spring over empty space - fixed bug with leaving tube while placing dynamite - fixed bug with explosion of smashed penguins - allow Murphy player graphic in levels with non-Supaplex elements 2003-04-07 * various changes * I have forgotten to document changes for some time 2002-12-31 * pre-release version 2.2.0rc1 released 2002-08-25 src/libgame/setup.c, src/libgame/sound.c * Level series artwork now configurable via level series config file. "levelinfo.conf" may now contain directives "graphics_set", "sounds_set" and "music_set" to select artwork sets which are globally defined or which are included into other level series. 2002-08-25 * version number set to 2.1.2 2002-08-13 * version 2.1.1 released 2002-08-10 src/libgame/system.h * Default "snap" and "bomb" keys for Mac OS X set to left control key and keypad enter key -- Macs seem not to distinguish between left and right modifier keys (both generate scan code for left key). :-( 2002-08-10 src/libgame/sound.c * Fixed small NetBSD compilation bug. Thanks to Adam Ciarcinski for the bug report. 2002-08-10 src/libgame/sound.c * Added support for audio device "/dev/sound/dsp" (devfs). Thanks to Christoph Bauer for the corresponding report. 2002-08-10 src/libgame/sound.c * Bug fixed that caused regular crashes under SDL/Windows version. Mixer_InsertSound(): Always stop music before playing new music, else "mixer_active_channels" can get fucked up. Thanks to Keith Peterston for the bug report. 2002-08-10 * version number set to 2.1.1 2002-08-05 * version 2.1.0 released 2002-05-31 src/libgame/image.c * Read_PCX_to_Pixmap(): Fixed bad memory leak by freeing "ximageinfo" and "image" after converting loaded PCX image file to X11 Pixmap. This really showed up when reloading custom artwork several times. 2002-05-20 src/libgame/sound.c * added support for 16 bit WAV sound files 2002-05-19 * version number set to 2.1.0 2002-04-03 to 2002-05-19 (various source files) * graphics, sounds and music now fully configurable * bug fixed that prevented walking through tubes when gravity on * added support for TrueColor PCX graphics files * enhanced sound system (especially regarding stereo and loop sounds) 2002-04-02 src/events.c, src/editor.c * Make Escape key less aggressive when playing or when editing level. This can be configured as an option in the setup menu. (Default is "less aggressive" which means "ask user if something can be lost" when pressing the Escape key.) 2002-04-02 src/screen.c * Added "graphics setup" screen. 2002-04-01 src/screen.c * Changed "choose level" setup screen stuff to be more generic (to make it easier to add more "choose from generic tree" setup screens). 2002-04-01 src/config.c, src/timestamp.h * Added source files "src/config.[ch]" and "src/timestamp.h" (which automatically gets created by "src/Makefile" and contains an actual compile-time timestamp to identify development versions of the game). 2002-04-01 src/libgame/misc.c * Added (currently incomplete) function "getKeyFromKeyName()" simply for orthogonality. When really needed, this function must be extended accordingly (analog to "getKeyFromX11KeyName()"). 2002-04-01 src/libgame/setup.c * Changed setup "TYPE_KEY" (internal, X11 style key symbol name) to "TYPE_KEY_X11" and added "TYPE_KEY" (human readable key symbol name). (This was needed for custom key setup handling in "src/screens.c".) 2002-03-31 src/tape.c, src/events.c * Added quick game/tape save/load functions to tape stuff which can be invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2" loads previously recorded tape and directly goes into recording mode from the end of the tape (therefore appending to the tape). 2002-03-31 src/tape.c * Added "index mark" function to tape recorder. When playing or recording, "eject" button changes to "index" button. Setting index mark is not yet implemented, but pressing index button when playing allows very quick advancing to end of tape (when normal playing), very fast forward mode (when playing with normal fast forward) or very fast reaching of "pause before end of tape" (when playing with "pause before end" playing mode). 2002-03-30 src/cartoons.c * Moved some stuff from cartoons.c to the new "src/libgame/toons.c". 2002-03-30 src/libgame/toons.c * New libgame source file "toons.c" for the program independant part of the toon stuff. 2002-03-29 src/screen.c * Changed setup screen stuff to be more generic (to make it easier to add more setup screens). 2002-03-29 src/libgame/setup.c * Changed "LoadLevelInfoFromLevelDir()" so that not only directories with level sub-directories are recognized, but also directories that directly contain level files. 2002-03-29 src/libgame/sound.c * Changed "boolean stereo = TRUE;" to "static boolean stereo = TRUE;". (This was a bug that showed up only when in mono audio mode.) 2002-03-24 src/libgame/x11.c, src/libgame/sdl.c, src/libgame/image.c * Changed image loading code to not exit on error, but set error by using "SetError()" accordingly. Image loading errors must now be catched by above layers (src/init.c for example). 2002-03-24 src/libgame/misc.c * New functions "SetError()" and "GetError()" to provide more flexible error handling. 2002-03-23 src/main.c, src/main.h * Various changes due to the introduction of the new libgame files "setup.c" and "joystick.c". 2002-03-23 src/files.c * Generic parts of "src/files.c" (mainly setup and level directory stuff) moved to new libgame file "src/libgame/setup.c". 2002-03-23 src/joystick.c * File "src/joystick.c" moved to libgame source tree, with correspondig changes. 2002-03-23 src/libgame/system.c, src/libgame/system.h * Various changes due to the introduction of the new files "setup.c" and "joystick.c". 2002-03-23 src/libgame/setup.c * New libgame source file "setup.c" that contains now most setup and level directory stuff previously handled in "src/files.c". 2002-03-23 src/libgame/joystick.c * New libgame source file "joystick.c" that contains now all joystick stuff previously handled in "src/joystick.c" of "Rocks'n'Diamonds". 2002-03-22 src/screens.c * "HandleChooseLevel()": Another bug in level series navigation fixed. (Wrong level series information displayed when entering main group.) 2002-03-22 src/editor.c * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING". 2002-03-22 src/editor.c * Changed behaviour of "Escape" key in level editor to be more intuitive: When in "Element Properties" or "Level Info" mode, return to "Drawing Mode" instead of leaving the level editor. 2002-03-22 src/libgame/misc.c, src/libgame/sound.c * Added command line option "-s" / "--sounds" and "-m" / "--music" to specify alternative sound and music directories. (The former shortcut "-s" for "--serveronly" has changed accordingly.) 2002-03-22 src/libgame/gadgets.c * Added new gadget events for displaying gadget info texts: "GD_EVENT_INFO_ENTERING" and "GD_EVENT_INFO_LEAVING". Before, the info text callback function was only called when entering a gadget (implicit "GD_EVENT_INFO_ENTERING"). But the info text was never erased. This can now be done by checking the event type in the info callback function. 2002-03-21 src/game.c, src/editor.c, src/files.c * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of gems (emeralds, diamonds, ...) slipping down from normal wall, steel wall and growing wall (as in E.M.C. style levels). Although the behaviour of contributed and private levels wasn't changed (due to the use of "level.game_version"; see previous entry), editing those levels will (of course) change the behaviour accordingly. This change seems a bit too hard after thinking about it, because the EM style behaviour is not the "expected" behaviour (gems would normally only slip down from "rounded" walls). Therefore this was now changed to an element property for gem style elements, with the default setting "off" (which means: no special EM style behaviour). To fix older converted levels, this flag is set to "on" for pre-2.0 levels that are neither contributed nor private levels. 2002-03-20 src/files.h * Corrected settings for "level.game_version" depending of level type. (Contributed and private levels always get played with game engine version they were created with, while converted levels always get played with the most recent version of the game engine, to let new corrections of the emulation behaviour take effect.) 2002-03-20 src/main.h * Added "#include ". This seems to be needed by "tape.c" for compiling the SDL version on some systems. Thanks to the several people who pointed this out. 2002-03-20 src/libgame/gadgets.c * "va_arg(ap, boolean)" changed to "(boolean)va_arg(ap, int)"; this caused problems especially on PowerPC architecture (although it is wrong on i386 and other architectures, too) 2002-03-20 src/libgame/pcx.c, src/libgame/image.c * Added support for loading and displaying true-color PCX files. 2002-03-20 src/libgame/misc.c, src/libgame/x11.c * Added command line option "-g" / "--graphics" to specify an alternative graphics directory. 2002-03-19 * Version number set to 2.0.2. 2002-03-19 * Version 2.0.1 released. 2002-03-19 src/libgame/system.c, src/libgame/sdl.c [src/tools.c] * Moved function "GetPixel()" from src/tools.c ("Mirror Magic" code) to libgame source files; needed for SDL fullscreen bug workaround to work correctly. 2002-03-18 src/screens.c * "HandleChooseLevel()": Small bug in level series navigation fixed. 2002-03-18 src/files.c [src/libgame/misc.c] * Moved some common functions from src/files.c to src/libgame/misc.c. 2002-03-18 src/files.c [src/libgame/misc.c] * Changed permissions for new directories and saved files (especially score files) according to suggestions of Debian users and mantainers. Thanks to Drew Parsons for the patch. 2002-03-18 src/libgame/misc.c [src/files.c] * Moved some common functions from src/files.c to src/libgame/misc.c. 2002-03-18 src/libgame/misc.c [src/files.c] * Changed permissions for new directories and saved files (especially score files) according to suggestions of Debian users and mantainers. Thanks to Drew Parsons for the patch. 2002-03-17 src/files.c * Changed "{Load|Save}{Level|Tape}()" to IFF style file format: Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE" for levels and "TAPE" for tapes). Old "cookie" style format is still supported for reading. New level and tape files are written in new format. * New IFF chunk "VERS" contains version numbers for file and game (where "game version" is the version of the program that wrote the file, and "file version" is a version number to distinguish files with different format, for example after adding new features). 2002-03-17 src/libgame/sound.c * Bug in "StopMusic()" fixed: SDL_mixer functions may be called even when sound not available. Thanks to Drew Parsons for the patch. 2002-03-15 src/screen.c * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame. (Before, you heard a mixture of the in-game music and the hall-of-fame music.) 2002-03-15 src/libgame/sound.c, src/libgame/platform.h * Added /dev/dsp (streaming audio) support for NetBSD (instead of the /dev/audio (ulaw) based Unix audio interface). Thanks to Krister Walfridsson for the patches. 2002-03-15 src/libgame/sdl.c * Workaround for fullscreen bug in WIN32 version of SDL (at least in the currently actual version 1.2.3) by using "standard" screen resolutions like 800x600 and mapping all input (mouse events) and output (screen drawing) accordingly. 2002-03-14 src/events.c * Function "DumpTape()" (files.c) now available by pressing 't' from main menu (when in DEBUG mode). 2002-03-14 src/game.c * "GameWon()": When game was won playing a tape, now there is no delay raising the score and no corresponding sound is played. 2002-03-14 src/files.c * Changed "LoadTape()" for real chunk support and also adjusted "SaveTape()" accordingly. 2002-03-14 src/game.c, src/tape.c, src/files.c * Important changes to tape format: The old tape format stored all actions with a real effect with a corresponding delay between the stored actions. This had some major disadvantages (for example, push delays had to be ignored, pressing a button for some seconds mutated to several single button presses because of the non-action delays between two action frames etc.). The new tape format just stupidly records all device actions and replays them later. I really don't know why I haven't solved it that way before?! Old-style tapes (with tape file version less than 2.0) get converted to the new format on-the-fly when loading and can therefore still be played; only some minor parts of the old-style tape handling code was needed. (A perfect conversion is not possible, because there is information missing about the device actions between two action frames.) 2002-03-14 src/files.c * New function "DumpTape()" to dump the contents of the current tape in a human readable format. 2002-03-14 src/game.c * Small tape bug fixed: When automatically advancing to next level after a game was won, the tape from the previous level still was loaded as a tape for the new level. 2002-03-14 src/tape.c * Small graphical bug fixed: When pressing ""Record" or "Play" on tape, cartoons did not get completely removed because StopAnimation() was not called. 2002-03-13 src/files.c * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2". Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element size even when using 16-bit elements). Added new chunk "CNT2" for 16-bit amoeba content (previously written in 8-bit field in "HEAD" chunk even when content was 16-bit element). "CNT2" should now be able to store content for arbitrary elements (up to eight blocks of 3 x 3 element arrays). All "CNT2" elements will always be stored as 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete. 2002-03-13 src/files.c * Changed "LoadLevel()" for real chunk support. 2002-03-12 src/game.c * Fixed problem (introduced after 2.0.0 release) with penguins not getting killed by enemies 2002-02-28 src/libgame/sound.c * Fixed small problem with new SDL_Mixer 1.2.1: Mix_VolumeMusic() must be called _after_ Mix_PlayMusic(), or it has no effect. 2002-02-24 src/game.c, src/main.h * Added "player->is_moving"; now "player->last_move_dir" does not contain any information if the player is just moving at the moment or not. Before, "player->last_move_dir" was misused for this purpose for the robot stuff (robots don't kill players when they are moving). But setting "player->last_move_dir" to MV_NO_MOVING broke tapes when walking through pipes! ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0 in a continuous movement. This fact is ignored for friends and enemies, though.)