2 * fixed bug with steel exit being destructible during opening phase
5 * fixed some problems with Supaplex engine when compiling for Windows
8 * added special mode to convert elements of Sokoban XSB levels to CEs
11 * added reading native Sokoban levels and level packages (XSB files)
14 * fixed bugs in (auto)scrolling behaviour when passing ports or when
15 wrapping around the playfield through "holes" in the playfield border
18 * changed internal playfield bitmap handling from playfield sized bitmap
19 to screen sized bitmap (visible scrolling area), therefore speeding up
20 graphics operations (by eliminating bitmap updates in invisible areas)
21 and removing playfield size limitations due to increasing bitmap size
22 for larger playfield sizes (while the new implementation always uses
23 a fixed playfield bitmap size for arbitrary internal playfield sizes)
26 * fixed bug with single step mode (there were some cases where the game
27 did not automatically return to pause mode, e.g. when trying to push
28 things that cannot be pushed or when trying to run against a wall)
31 * added support for loading Supaplex levels in MPX level file format
34 * fixed SP engine to set "game over" not before lead out counter done
37 * fixed (potential) compile error when using GCC option "-std=gnu99"
38 (thanks to Tom "spot" Callaway)
41 * fixed array allocation in native Supaplex engine to correctly handle
42 preceding scratch buffers (needed because of missing border checking)
43 * fixed playfield initialization to correctly add raw header bytes as
44 subsequent scratch buffer (needed because of missing border checking)
47 * most important parts of native Supaplex engine integration working:
48 - native Supaplex levels can be played in native Supaplex engine
49 - native Supaplex level/demo files ("*.sp" files) can be re-played
50 - all 111 classic original Supaplex levels automatically solvable
51 - native Supaplex engine can be selected and used from level editor
52 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
55 * fixed another translation problem from VisualBasic to C (where "int"
56 should be "short") causing unsolvable demos with bugs and terminals
57 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
60 * fixed bug when reading Supaplex single level files (preventing loader
61 from seeking to level position like in Supaplex level package files)
64 * first classic Supaplex level running and solved by solution/demo tape
67 * started with integration of native Supaplex engine, using source code
68 of Megaplex from Frank Schindler, based on original Supaplex engine
71 * version number set to 3.2.6.2
74 * version 3.2.6.1 released
77 * fixed bug with element_info[e].gfx_element not being initialized in
78 early game stage, causing native graphics in EMC level sets to be
79 mapped completely to EL_EMPTY (causing a blank screen when playing)
80 (this only happened when starting the program with an EMC set with
81 native graphics, but not when switching to such a set at runtime)
84 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
85 and using self-compiled, patched SDL.dll that solves this problem
86 (interim solution until release of SDL 1.2.14 that should fix this)
89 * extended backwards compatibility mode to allow already fixed bug with
90 change actions (see "2008-02-05") for existing levels (especially the
91 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
94 * reactivated workaround to prevent program crashes due to blitting to
95 the same SDL surface that apparently only occurs on Windows systems
96 (this is no final solution; this problem needs further investigation)
99 * version number set to 3.2.6.1
102 * version 3.2.6.0 released
105 * fixed behaviour of player option "no centering when relocating" which
106 was incorrect when disabled and relocation target inside visible area
107 and "no scrolling when relocating" enabled at the same time
110 * fixed problems with re-mapping players on playfield to input devices:
111 previously, players found on the level playfield were changed to the
112 players connected to input devices (for example, player 3 in the level
113 was changed to player 1 (using artwork of player 3, to be able to use
114 a player with a different color)); this had the disadvantage that CE
115 conditions using player elements did not work (because the players in
116 the level definition are different to those effectively used in-game);
117 the new system uses the same player elements as defined in the level
118 playfield and re-maps the input devices of connected players to the
119 corresponding player elements when playing the level (in the above
120 example, player 3 now really exists in the game and is moved using the
121 events from input device 1); level tapes still store the events from
122 input devices 1 to 4, which are then re-mapped to players accordingly
123 when re-playing the tape (just as it is done when playing the level)
126 * fixed bug with player relocation while the player switches an element
129 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
130 not walkable (and did not let the player enter) when in process of
131 opening, but not fully open yet (which can cause the player not being
132 able to enter the exit in EM/DC style levels in time)
135 * fixed some bugs regarding the new level/CE random seed reset options
138 * moved "level settings" and "editor settings" to two tabbed screens in
139 level editor to gain space for additional level property settings
140 * added level setting to start a level with always the same random seed
141 * added CE action "set random seed" to re-initialize random seed in game
142 (this is the only CE action that gets executed before the CE changes,
143 which is needed to use the newly set random seed during the CE change)
146 * fixed redraw problem of special editor door when playing from editor
149 * fixed initialization of gfx_element for level sketch image creation
152 * added switch for EM style dynamite "[ ] explodes with chain reaction"
153 (with default set to "on" for existing levels, but "off" for all new
154 levels), as EM style dynamite does not chain-explode in original EM
157 * added optional initial inventory for players (pre-collected elements)
158 * added change page actions "set player inventory" and "set CE artwork"
159 * added recognition of "player" parameter on change pages when player
160 actions are defined, but no trigger player in corresponding condition
161 (this resulted in actions that only affected the first player before)
162 * fixed bug with change actions being executed for newly created custom
163 elements resulting from custom element changes, when the intention was
164 only to check for change actions for the previous custom element
167 * changed design and size of element drawing area in level editor
168 * added "element used as action parameter" to element change actions
171 * added possibility to reanimate player immediately after his death
172 (for example, by "change to <player> when explosion of <player>")
175 * fixed bug with "gray" white door not being uncovered by magnifier
176 * added score for collecting (any) key to the white key config page
179 * added condition "deadly when <getting hit by>" for custom elements
180 that behaves a bit like the existing "deadly when <colliding with>",
181 but with the following differences:
182 - it only kills players or friends when it was moving before it hits
183 - it does not kill players or friends that try to run into it
186 * fixed the following change conditions where a player element is used
187 as the "element that is triggering the custom element change":
190 - explosion of <element>
192 (the last two conditions already worked partially, but only for the
193 first player, and not for the "Murphy" player when using "move of")
196 * fixed crash bug caused by accessing invalid element (with value -1)
197 in UpdateGameControlValues()
198 * fixed graphical bug when using two-tile movement animations with EMC
199 game engine without explicitly using native EMC graphics engine
202 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
203 try to push something (due to push delay) does not cause a dig action
206 * fixed bug with reference elements used as trigger elements on custom
207 element change pages not being recognized
208 * fixed bug with reference elements not being removed from the playfield
209 * added engine functionality that allows custom elements that "can dig"
210 other elements not only to do so when moving by themselves, but also
211 when being pushed by the player (therefore adding the functionality to
212 push one element over another element, replacing it with the new one)
215 * added command line function to write level sketch images to directory
218 * merged override and auto-override options into new override options
219 with a new data type than can take the values "no", "yes" and "auto"
222 * fixed growing steel wall to also leave behind steel wall instead of
223 normal, destructible wall
224 * fixed handling of rocks falling through stacks of quicksand with
225 different speed (before, the rocks just got stuck in the quicksand)
228 * fixed nasty bug with auto-override and normal override not working on
229 program startup (especially when current level set has custom artwork)
232 * version 3.2.5 released as special edition "R'n'D jue"
235 * fixed X11 crash bug when blitting masked title screens over background
238 * changed build system to support special editions (like "R'n'D jue")
239 * added (hardcoded) loading graphics for "R'n'D jue" special edition
240 * fixed X11 crash bug when scaling images with width/height less than 32
243 * added "background.PLAYING" (only visible as two-pixel border in game)
244 * added default level set for first start of special R'n'D version
245 * changed door animations for editor always behaving like "quick doors"
248 * added new custom artwork setup option "auto-override non-CE sets" for
249 automatic artwork override that is only used for level sets without
250 custom element artwork (as it does not make much sense to override
251 any artwork that redefines custom element artwork for sets using CEs)
252 * fixed default artwork for "special" R'n'D versions always using the
253 "classic" artwork as the base if base artwork is not explicitly
254 defined in "levelinfo.conf", regardless of different default artwork
255 used by the special R'n'D version -- this is needed because any such
256 custom artwork is designed using the "classic" artwork definitions as
257 the base (including menu definitions and screen positions etc., which
258 would otherwise be taken from the different special default artwork)
261 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
262 for both EMC and R'n'D graphics engine (heavy workarounds needed due
263 to massively broken handling of quicksand in R'n'D game engine)
264 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
265 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
268 * fixed small bug in toon drawing (introduced when fixing the crash bug)
271 * added graphics definition "game.panel.highscore" to display the
272 current levels current high score in the game panel
275 * version number set to 3.2.5
278 * version 3.2.4 released
281 * fixed crash bug in toon drawing functions for large step offset values
284 * fixed some problems with displaying game panel when quick-loading tape
287 * fixed (experimental only) redrawing of every tile per frame (even if
288 unneeded) for the extended (R'n'D based) EMC graphics engine
289 * added optimization to only calculate element count for panel display
290 if really needed (that is, if element count values defined on panel)
291 * fixed problem with special editor door redraw when entering main menu
294 * fixed bug with displaying background for title messages on info screen
295 * some code cleanup for the extended (R'n'D based) EMC graphics engine
298 * fixed bug with CE action "move player" always resulting in player 4
299 if there was a CE action with no trigger player (because the player
300 element was calculated by using log_2() from trigger player bits with
301 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
302 triggering player bit mask and handling all players in "move player"
303 * fixed bug when defined artwork cannot be found for artwork that has
304 default artwork cloned from other artwork (without default filename)
305 * added several fixes to the extended (R'n'D based) EMC graphics engine
308 * fixed broken editor copy and paste for custom elements between levels
311 * title messages are now also searched in graphics artwork directory;
312 those found in graphics directory have precendence over those found
313 in level directory -- this handles title messages stored in graphics
314 directories as part of the artwork set, just like title images; this
315 makes sense, as corresponding special font definitions for messages
316 are usually defined in the same graphics artwork directory, and also
317 because title images and title messages that are combined in a level
318 set introduction should usually not be separated when the level set
319 is used with a different artwork set (e.g. using "override graphics")
320 * fixed problem with door borders on main screen by first drawing doors
321 and then the corresponding border masks, but not vice versa
322 * fixed problem with artwork config entries using the value "[DEFAULT]";
323 this does not what one might expect, but sets the value to an invalid
324 value -- solution: simply ignore such entries, which results in this
325 value keeping its previous (real) default value (in general, entries
326 that should use their default value should just not be defined here)
327 * fixed problem with wrong fading area size from main menu to setup menu
330 * fixed problem with broken crumbled graphics after level set changes
331 when using R'n'D custom artwork with level sets using the EMC engine
334 * fixed invisible "joysticks deactivated ..." text on setup input screen
337 * added use of hashes created from static lists (element tokens, image
338 config, font tokens) to speed up lookup of configuration parameters
339 * fixed bug where element and graphic config token lookup was mixed up
342 * added "busy" animation when initializing program and loading artwork
343 * added initialization profiling for program startup (debugging only)
346 * fixed(?) very strange bug apparently triggered by memset() when code
347 was cross-compiled with MinGW cross-compiler for Windows XP platform
348 (this only happened when using SDL.dll also self-compiled with MinGW)
351 * added graphics engine directive "border.draw_masked_when_fading" that
352 enables/disables drawing of border mask over screen that is just faded
355 * fixed small problem with separate fading definition for game screen
358 * added additional configuration directives for setup screen draw offset
359 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
360 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
361 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
362 used to define draw offset on custom artwork selection screens and
363 "CHOOSE_OTHER" is used on all other list style selection screens, like
364 choosing game speed or screen mode for fullscreen mode)
365 * added additional configuration directives to define main menu buttons:
366 - menu.button_name and menu.button_name.active
367 - menu.button_levels and menu.button_levels.active
368 - menu.button_scores and menu.button_scores.active
369 - menu.button_editor and menu.button_editor.active
370 - menu.button_info and menu.button_info.active
371 - menu.button_game and menu.button_game.active
372 - menu.button_setup and menu.button_setup.active
373 - menu.button_quit and menu.button_quit.active
374 * added eight pure decoration graphic definitions for the game panel
377 * added support for accessing native Diamond Caves II level packages
378 * fixed displaying of game panel values for Emerald Mine game engine
379 * fixed displaying end-of-level time and score values on new game panel
382 * added game panel control to display arbitrary elements on game panel
383 * added game panel control to display custom element score (globally
384 unique for identical custom elements) either as value or as element
385 * added ".draw_masked" and ".draw_order" to game panel control drawing
388 * fixed some general bugs with handling of ".active" elements and fonts
391 * cleanup of game panel elements (some elements were not really needed)
392 * added displaying of gravity state (on/off) as new game panel control
393 * added animation for game panel elements (similar to game elements)
396 * added new pseudo game mode "PANEL" to define panel fonts and graphics
397 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
398 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
399 (else graphics would have to use ".PLAYING", which would be confusing)
400 * fixed bug when fading out to game screen with border mask defined
403 * added attribute ".tile_size" for element style game panel controls
406 * added <space> key as additional valid key to use for confirm requester
409 * improved menu fading, adding separate fading definitions for entering
410 and leaving a "content" screen (in general), and optional definitions
411 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
414 * added (currently invisible) setup option to define scroll delay value
415 * fixed small bug in priority handling when auto-detecting level start
416 position in levels without player element (but player from CE etc.)
417 * added option "game.forced_scroll_delay_value" to override user choice
418 of scroll delay value for certain level sets with "graphicsinfo.conf"
419 * replaced setup option "scroll delay: on/off" by new setup option that
420 directly allows selecting the desired scroll delay value from 0 to 8
423 * added displaying of most game panel control elements (not animated)
426 * added new configuration directives to display additional game engine
427 values on the game control panel, like the following examples:
428 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
429 - game.panel.penguins - number of penguins to rescue
430 - game.panel.level_name - level name of current level
433 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
436 * added new player option "no centering when relocating" for "invisible"
437 teleportations to level areas that look exactly the same, giving the
438 illusion that the player did not relocate at all (this was the default
439 since 3.2.3, but caused visual problems with room creation in "Zelda")
440 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
443 * improved menu fading, adding separate fading definitions for entering
444 and leaving a menu and for fading between menu and "content" screens
445 * fixed small bug with recognizing also ".font_xyz" style definitions
448 * improved menu fading, adding separate fading definitions for fading
449 between menu screens and fading between menu and "destination" screens
452 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
453 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
454 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
455 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
457 * improved title fading, allowing fading animation types "none", "fade"
458 and "crossfade" (including cross-fading of last title to main menu)
461 * added configurability of graphics, sounds and music for title screens,
462 which are separated into initial title screens (only shown once at
463 program startup) and title screens shown for a given level set; these
464 title screens can be composed of up to five title images and up to
465 five title text messages (each drawn using an optional background
466 image), also using background music and/or sounds; aspects like
467 background images, sounds and music of title screens can either be
468 defined generally (valid for all title screens) or specifically (and
469 therefore differently for each title screen) using these directives:
471 to define a background image, sound or music file for all screens:
472 - background.TITLE_INITIAL (for all title screens for game startup)
473 - background.TITLE (for all title screens for level sets)
475 to define a background image, sound or music file for a single screen:
476 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
477 - background.titlescreen_x (with x in 1,2,3,4,5)
478 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
479 - background.titlemessage_x (with x in 1,2,3,4,5)
481 to define the title screen images:
482 - titlescreen_initial_x (with x in 1,2,3,4,5)
483 - titlescreen_x (with x in 1,2,3,4,5)
485 to define the title text messages, place text files into the level set
486 directory that have the following file names:
487 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
488 - titlemessage_x.txt (with x in 1,2,3,4,5)
490 to define the properties of the text messages, either use directives
491 that affect all text messages:
492 - [titlemessage_initial].<suffix>
493 - [titlemessage].<suffix>
494 or use directives that affect single text messages:
495 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
496 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
498 valid values for <suffix> are the same as for readme.<suffix> below;
499 use ".sort_priority" (default: 0) to define an arbitrary order for
500 title images and title messages (which can therefore be mixed)
503 * added full configurability of "readme.txt" screen appearance:
504 - readme.x: <left position used with alignment>
505 - readme.y: <top position>
506 - readme.width: <maximim text width in pixels>
507 - readme.height: <maximum text height in pixels>
508 - readme.chars: <maximum number of chars per line>
509 - readme.lines: <maximum number of lines displayed>
510 - readme.align: left,center,right (default: center)
511 - readme.top: top,middle,bottom (default: top)
512 - readme.font: font name
513 - readme.autowrap: true,false (default: true)
514 - readme.centered: true,false (default: false)
515 - readme.parse_comments: true,false (default: true)
516 - readme.sort_priority: (not used here, but only for title screens)
517 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
518 default), they are automatically determined from "readme.width" and
519 "readme.height" accordingly; when they are not "-1", they have
520 precedence over "readme.width" and "readme.height"
521 * added internal ad-hoc config settings for displaying text files like
522 title messages or "readme.txt" style level set info files:
523 - .font: font name (default: readme.font)
524 - .autowrap: true,false (default: readme.autowrap)
525 - .centered: true,false (default: readme.centered)
526 - .parse_comments: true,false (default: readme.parse_comments)
527 (the leading '.' and the separating ':' are mandatory here); to use
528 these ad-hoc settings, they have to be written inside a comment, like
529 "# .autowrap: false" or "# .centered: true"; these settings then
530 override the above global settings (they can even be used more than
531 once, like "# .centered: true", then some text that should be drawn
532 centered, then "# .centered: false" to go back to non-centered text;
533 important note: after using "# .parse_comments: false", or when using
534 "readme.parse_comments: false", detecting and parsing comments inside
535 the file is disabled and comments are just printed like normal text;
536 also be aware that all automatic text size calculations are done with
537 the font defined in "readme.font", while using different fonts using
538 "# .font: <font>" inside the text file may cause unexpected results
541 * changed some numerical limits in the level editor from 255 to 999
544 * added option "system.sdl_videodriver" to select SDL video driver
545 * added output of SDL video and audio driver to "version info" page
548 * added group element drawing to IntelliDraw drawing functions
549 * fixed animation resetting problem again (last try broke Snake Bite)
550 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
553 * added new (special) "include: <filename>" directive that works in all
554 configuration files (like "graphicsinfo.conf") and that has the same
555 effect as if that directive would be replaced with the content of the
556 specified file (this can be useful to split large configuration files
557 into several smaller ones and include them from one main file, or to
558 store configuration settings that always stay the same into a separate
559 file, while including it and only add those parts that really change)
562 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
565 * fixed bug in "InitMovingField()" where treating an integer array as
566 boolean caused wrong resetting of animations while elements are moving
567 * fixed problem with resetting animations when starting element change
570 * added sort priority for order of title screens and title messages
573 * changed end of game again: do not wait for the user to press a key
574 anymore, but directly ask/confirm tape saving and go to hall of fame
575 * re-enabled quitting of lost game by pressing space or return again
576 * added blanking of mouse pointer when displaying title screens
577 * added remaining menu draw offset definitions for info sub-screens
580 * added setup option to select game speed (from very slow to very fast)
581 * improved handling of title text messages (initial and for level set)
584 * added new options "auto-wrap" and "centered" for DC2 style envelopes
587 * fixed displaying and typing of player name when it is centered
588 * added special characters to be allowed for player name (not only A-Z)
591 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
592 (newer versions of the SDL library seem to not like this anymore)
595 * added code for configuration directives for control of game panel
598 * fixed small cosmetical bug with underlining property tabs in editor
601 * fixed small drawing bug in X11FadeRectangle
602 * added new elements for newly supported Diamond Caves II levels:
603 - EM/DC style exits that disappear after passing
604 - white key and gate (one white key needed for each white gate)
605 - fake gate (there is no key to open/pass this kind of gate!)
606 - extended magic wall which also handles pearls and crystals
610 * changed maximum value for endless loop detection to a higher value
611 (some levels really used very deep recursion without being endless)
614 * added new elements for newly supported Diamond Caves II levels:
615 - growing steel walls
616 - snappable land mine
619 * added new elements for newly supported Diamond Caves II levels:
620 - steel text elements
623 * added level file loader for native Diamond Caves II levels
626 * version number set to 3.2.4
629 * version 3.2.3 released
632 * fixed malloc/free bug when updating EMC artwork entries in level list
633 * added workaround (warning and request to quit the current game) when
634 changing elements cause endless recursion loop (which would otherwise
635 freeze the game, causing a crash-like program exit on some systems)
638 * fixed nasty string overflow bug when entering too long envelope text
641 * added feedback sounds for menu navigation "menu.item.activating" and
642 "menu.item.selecting" (for highlighting and executing menu entries)
645 * improved "no scrolling when relocating" to also consider scroll delay
646 (meaning that the player is not automatically centered in this case;
647 this makes it possible to "invisibly" relocate the player to a region
648 of the level playfield which looks the same as the old level region)
649 * fixed bug with not recognizing "main.input.name.align" when active
652 * fixed bug with displaying masked borders over title screens when
653 screen fading is disabled
656 * fixed infinite loop / crash bug when killing the player while having
657 a CE with the setting "kill player X when explosion of <player X>"
658 * added special editor graphic for "char_space" to distinguish it from
659 "empty_space" when editing a level (in-game graphics still the same)
662 * fixed nasty bug with initialization only done for the first player
665 * small change to handle loading empty element/content list micro chunks
668 * uploaded pre-release (test) version 3.2.3-0 binary and source code
671 * some optimizations on startup speed by reducing initial text output
674 * added caching of custom artwork information for faster startup times
677 * fixed graphical bug when using fewer menu entries on level selection
678 screen than usual (with "menu.list_size.LEVELS" directive)
679 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
680 the backbuffer to the backbuffer by error (with identical rectangle)
683 * fixed bug when displaying titlescreen with size less than element tile
684 * fixed bug that caused elements with "change when digging <e>" event
685 to change for _every_ digged element, not only those specified in <e>
686 * fixed bug that caused impact style collision when dropping element one
687 tile over the player that can both fall down and smash players
688 * fixed bug that caused impact style collision when element changed to
689 falling/smashing element over the player immediately after movement
692 * fixed bug that allowed making engine snapshots from the level editor
695 * fixed bugs with player name and current level positions on main screen
698 * added configuration directives for control of title screens:
699 - "title.fade_delay" for fading time
700 - "title.post_delay" for pause between screens (when not crossfading)
701 - "title.auto_delay" to automatically continue after some time
702 these settings can each be overridden by specifying them with titles:
703 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
704 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
705 fading mode can also be specified:
706 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
707 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
708 default is using normal fading for menues and initial title screens,
709 while using cross-fading for level set title screens
710 * fixed bug with background not drawn in Hall of Fame after game was won
713 * added configuration directives for the remaining main menu items
716 * added additional configuration directives for info screen draw offset:
717 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
718 * added additional configuration directives for preview info text
719 * limited mouse wheel sensitive screen area to scrollable screen area
722 * added highlighted menu text entries to menu navigation when selected
725 * fixed bug that prevented player from correctly being created in the
726 top left corner by a custom element change in a level without player
727 * fixed bug that prevented player from being killed when indestructible,
728 non-walkable element is placed on player position by extended change
729 * added configurable menu button, text and input positions to main menu
732 * added page fading effects for remaining info sub-screens
733 * fixed small bug that caused some delays when answering door request
736 * added directives "border.draw_masked.*" for menu/playfield area and
737 door areas to display overlapping/masked borders from "global.border"
740 * fixed bug with CE with move speed "not moving" not being animated
741 * when changing player artwork by CE action, reset animation frame
744 * fixed bug with not unmapping main menu screen gadgets on other screens
745 * fixed bug with un-pausing a paused game by releasing still pressed key
746 * fixed bug with not redrawing screen when toggling to/from fullscreen
747 mode while fast reloading tape (without redrawing playfield contents)
748 * fixed bug with quick-saving tape snapshot despite answering with "no"
751 * version number set to 3.2.3
754 * version 3.2.2 released
757 * fixed bug with redrawing screen in fullscreen mode after quick tape
758 reloading when using the EMC game engine
759 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
762 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
765 * added engine snapshot functionality for instant tape reloading (this
766 only works for the last tape saved using "quick save", and does not
767 work across program restarts, because it completely works in memory)
770 * version number set to 3.2.2
773 * version 3.2.1 released
776 * fixed nasty bugs with handling error message file on Mac OS X systems
779 * general code cleanup (removing many annoying "#if 0" blocks etc.)
782 * fixed bug that caused broken tapes when manually appending to tapes
783 using the "pause before death" functionality, followed by recording
784 * added setup option to disable fading of screens for faster testing
787 * code cleanup of new fading functions
790 * changed behaviour after solved game -- do not immediately stop engine
791 * added some more smooth screen fadings (game start, hall of fame etc.)
794 * fixed bug with displaying pushed CE with value/score/delay anim_mode
797 * added configurable level preview position, tile size and dimensions
798 * added configurable game panel value positions (gems, time, score etc.)
801 * fixed small bug with time displayed incorrectly when collecting CEs
804 * fixed bug with bumpy scrolling with EM engine in double player mode
807 * added compatibility code to fix "Snake Bite" style levels that were
808 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
811 * fixed bug with scrollbars inside editor when using the Windows mouse
812 enhancement tool "True X-Mouse" (which injects key events to the event
813 queue to insert selected stuff into the Windows clipboard, which gets
814 confused with the "Insert" key for jumping to the last editor cascade
815 block in the element list)
816 * added Rocks'n'Diamonds icon for use as window icon to SDL version
817 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
820 * added selection of preferred fullscreen mode to setup / graphics menu
821 (useful if default mode 800 x 600 does not match screen aspect ratio)
824 * improved down-scaling of images for better editor and preview graphics
825 * changed user data directory for Mac OS X from Unix style to new place
828 * improved level number selection in main menu and player selection in
829 setup menu (input devices section) by using standard button gadgets
830 * added support for mouse scroll wheel (caused buggy behaviour before)
831 * added support for scrolling horizontal scrollbars with mouse wheel by
832 holding "Shift" key pressed while scrolling the wheel
833 * added support for single step mouse wheel scrolling by holding "Alt"
834 key pressed while scrolling the wheel (can be combined with "Shift")
835 * changed output file "stderr.txt" on Windows platform now always to be
836 created in the R'n'D sub-directory of the personal documents directory
837 * added Windows message box to direct to "stderr.txt" after error aborts
840 * improved general scrollbar handling (when jump-scrolling scrollbars)
843 * changed scrollbars to always show last line as first after scrolling
844 (that means jumping n - 1 screen lines instead of n screen lines)
847 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
848 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
849 * fixed special handling of vertically stacked acid becoming fake acid
852 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
853 affect multiple instances of the same CE, although this kind of
854 change condition usually only affects one single custom element
857 * version number set to 3.2.1
860 * version 3.2.0 released
863 * reorganized level editor element list a bit to match engines better
866 * fixed newly introduced bug with wrongly initializing clipboard element
869 * fixed bug with displaying visible/invisible level border in editor
872 * reorganized some elements in the level editor element list
875 * fixed bug with displaying any player as "yellow" when moving into acid
876 * fixed bug with displaying running player when player stopped at border
879 * fixed bug with player exploding when moving into acid
880 * fixed bug with level settings being reset in editor and when playing
881 (some compatibility settings being set not only after level loading)
882 * fixed crash bug when number of custom graphic frames was set to zero
883 * fixed bug with teleporting player on walkable tile not working anymore
884 * added partial compatibility support for pre-release-only "CONF" chunk
885 (to make Alan Bond's "color cycle" demo work again :-) )
888 * fixed some bugs when displaying title screens from info screen menu
889 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
892 * changed file major version to 3 to reflect level file format changes
893 * uploaded pre-release (test) version 3.2.0-8 binary and source code
896 * added new chunk "NAME" to level file format for level name settings
897 * added new chunk "NOTE" to level file format for envelope settings
898 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
899 * updated magic(5) file to recognize changed and new level file chunks
900 * removed change events "change when CE value/score changes" as unneeded
903 * changed gravity (which only affects the player) from level property
904 to player property (only makes a difference in multi-player levels)
905 * added change events "change when CE value/score changes"
906 * added change events "change when CE value/score changes of <element>"
909 * added new chunk "INFO" to level file format for global level settings
910 * added all element settings from "HEAD" chunk to "CONF" chunk
911 * added all global level settings from "HEAD" chunk to "INFO" chunk
914 * changed level file format by adding two new chunks "CUSX" (for custom
915 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
916 elements, replacing the previous "GRP1" chunk); these new IFF style
917 chunks use the new and flexible "micro chunks inside chunks" technique
918 already used with the new "CONF" chunk (for normal element properties)
919 which makes it possible to easily extend the existing level format
920 (instead of using fixed-length chunks like before, which are either
921 too big due to reserved bytes for future use, or too small when those
922 reserved bytes have all been used and even more data should be stored,
923 requiring the replacement by new and larger chunks just like it went
924 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
927 * added credits pages to the "credits" section that were really missing
928 * added some missing element descriptions to the level editor
929 * added down position of switchgate switch to the level editor
930 and allowed the use of both switch positions at the same time
931 * changed use of "Insert" and "Delete" keys to navigate element list in
932 level editor to start of previous or next cascading block of elements
935 * added the possibility to view the title screen to the info screen menu
936 * fixed some minor bugs with viewing title screens
939 * fixed bug with title (cross)fading in/out when using fullscreen mode
942 * fixed bug that forced re-defining of menu settings in local graphics
943 config file which are already defined in existing base config file
944 * fixed small bug that caused door sounds playing when music is enabled
947 * added the possibility to define up to five title screens for each
948 level set that are displayed after loading using (cross)fading in/out
949 (this was added to display the various start images of the EMC sets)
952 * added "CE score gets zero [of]" to custom element trigger conditions
953 * added setup option to display element token name in level editor
956 * added compatibility code for Juergen Bonhagen's menu artwork settings
959 * fixed bug with displaying wrong animation frame 0 after CE changes
960 * fixed bug with creating invisible elements when light switch is on
963 * added selection between ECS and AGA graphics for EMC levels to setup
966 * adjusted font handling for various narrow EMC style fonts
969 * changed EM engine behaviour back to re-allow initial rolling springs
972 * fixed handling of over-large selectboxes (less error-prone now)
973 * fixed bug when creating GE with walkable element under the player
976 * added use of "Insert" and "Delete" keys to navigate element list in
977 level editor to start of custom elements or start of group elements
978 * added virtual elements to access CE value and CE score of elements:
979 - "CE value of triggering element"
980 - "CE score of triggering element"
981 - "CE value of current element"
982 - "CE score of current element"
985 * fixed "grass" to "sand" in older EM levels (up to file version V4)
988 * changed behaviour of network games with internal errors (because of
989 different client frame counters) from immediately terminating R'n'D
990 to displaying an error message requester and stopping only the game
991 (also to prevent impression of crashes under non command-line runs)
992 * fixed playing network games with the EMC engine (did not work before)
993 * fixed bug with not scrolling the screen in multi-player mode with the
994 focus on player 1 when all players are moving in different directions
995 * fixed bug with keeping pointer to gadget even after its deallocation
996 * fixed bug with allowing "focus on all players" in network games
997 * fixed bug with player focus when playing tapes from network games
1000 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1003 * code cleanup for game action control for R'n'D and EMC game engine
1006 * fixed bug in multi-player movement with focus on both players
1007 * added option to control only the focussed player with all input
1010 * added player focus switching to level tape recording and re-playing
1013 * fixed some bugs in player focus switching in EMC and RND game engine
1016 * added special Supaplex animations for Murphy digging and snapping
1017 * added special Supaplex animations for Murphy being bored and sleeping
1020 * added four new yam yams with explicit start direction for EMC engine
1021 * fixed bug in src/libgame/text.c with printing text outside the window
1024 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1027 * added delayed ignition of EM style dynamite when used in R'n'D engine
1028 * added limited movement range to EMC engine when focus on all players
1031 * fixed bug with missing (zero) score values for native Supaplex levels
1034 * added "continuous snapping" (snapping many elements while holding the
1035 snap key pressed, without releasing the snap key after each element)
1036 as a new player setting for more compatibility with the classic games
1039 * finished scrolling for "focus on all players" in EMC graphics engine
1042 * level sets with "levels: 0" are ignored for levels, but not artwork
1043 * fixed bug when scanning empty level group directories (endless loop)
1046 * fixed bug with explosion graphic for player using "Murphy" graphic
1047 * fixed bug with explosion graphic if player leaves explosion in time
1048 * changed some descriptive text in setup menu to use medium-width font
1049 * added key shortcut settings for switching player focus to setup menu
1052 * fixed bug with random value initialization when recording tapes
1053 * fixed bug with playing single player tapes when team mode activated
1056 * fixed little bug when trying to switch to player that does not exist
1059 * added player switching (visual and quick) to R'n'D and EM game engine
1060 * added setup option to select visual or quick in-game player switching
1063 * added use of "Home" and "End" keys to handle element list in editor
1066 * fixed bug with adding score when playing tape with EMC game engine
1067 * added steel wall border for levels using EMC engine without border
1068 * finally fixed delayed scrolling in EMC engine also for small levels
1071 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1074 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1075 * fixed bug when displaying info element without action, but direction
1078 * fixed minor graphical problems with springs smashing and slurping
1079 (when using R'n'D style graphics instead of EMC style graphics)
1082 * added scroll delay (as configured in setup) to EMC graphics engine
1085 * improved screen redraw for EMC graphics engine (faster and smoother)
1086 * when not scrolling, do not redraw the whole playfield if not needed
1089 * added multi-player mode for EMC game engine (with up to four players)
1092 * added android (can clone elements) from EMC engine to R'n'D engine
1095 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1098 * added selectbox for initial player speed to player settings in editor
1101 * version 3.1.2 created that is basically version 3.1.1, but with a
1102 major bug fixed that prevented editing your own private levels
1103 * version 3.1.2 released
1106 * added magic ball (creates elements) from EMC engine to R'n'D engine
1109 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1112 * fixed bug when using "CE can leave behind <trigger element>"
1113 * added new change condition "(after/when) creation of <element>"
1114 * added new change condition "(after/when) digging <element>"
1115 * fixed bug accessing invalid gadget that caused crashes under Windows
1116 * deactivated new possibility for multiple CE changes per frame
1119 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1122 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1123 * fixed bug with not keeping CE value for moving CEs with only action
1124 * changed CE action selectboxes in editor to be only reset when needed
1127 * added option "use artwork from element" for custom player artwork
1128 * added option "use explosion from element" for player explosions
1131 * added cascaded element lists in the level editor
1132 * added persistence for cascaded element lists by "editorcascade.conf"
1133 * added dynamic element list with all elements used in current level
1134 * added possibility for multiple CE changes per frame (experimental)
1137 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1140 * changed "score for each 10 seconds/steps left" to "1 second/step"
1141 * added own score for collecting "extra time" instead of sharing it
1142 * added change events "switched by player" and "player switches <e>"
1143 * added change events "snapped by player" and "player snaps <e>"
1144 * added "set player artwork: <element choice>" to CE action options
1145 * added change event "move of <element>"
1148 * added "set player shield: off / normal / deadly" to CE action options
1149 * added new player option "use level start element" in level editor
1150 to set the correct focus at level start to elements from which the
1151 player is created later (this did not work before for cascaded CE
1152 changes resulting in creation of the player; it is now also possible
1153 to create the player from a yam yam which is smashed at level start)
1156 * added "set player speed: frozen (not moving)" to CE action options
1157 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1160 * added new player option "block snap field" (enabled by default) to
1161 make it possible to show a snapping animation like in Emerald Mine
1164 * added dynamic selectboxes to custom element action settings in editor
1165 * added "CE value" counter for custom elements (instead of "CE count")
1166 * added option to use the last "CE value" after custom element change
1167 * added option to use the "CE value" of other elements in CE actions
1168 * fixed odd behaviour when pressing time orb in levels w/o time limit
1169 * added checkbox "use time orb bug" for older levels that use this bug
1172 * added missing configuration settings for the following elements:
1173 - EL_TIMEGATE_SWITCH (time of open time gate)
1174 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1175 - EL_SHIELD_NORMAL (time of shield duration)
1176 - EL_SHIELD_DEADLY (time of shield duration)
1177 - EL_EXTRA_TIME (time added to level time)
1178 - EL_TIME_ORB_FULL (time added to level time)
1181 * added "wind direction" as a movement pattern for custom elements
1182 * added initial wind direction for balloon / custom elements to editor
1183 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1186 * added parameters for "game of life" and "biomaze" elements to editor
1189 * added level file chunk "CONF" for generic level and element settings
1192 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1195 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1196 * added sound action ".page[1]" to ".page[32]" for each CE change page
1199 * added image config suffix ".clone_from" to copy whole image settings
1200 * fixed bug with invalid ("undefined") CE settings in old level files
1203 * fixed graphical bug with smashing elements falling faster than player
1206 * fixed major bug which prevented private levels from being edited
1207 * fixed bug with precedence of general and special font definitions
1210 * fixed graphical bug with player animation when player moves slowly
1213 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1216 * fixed bug which prevented "global.num_toons: 0" from working
1219 * major code cleanup (removed all these annoying "#if 0" blocks)
1222 * added custom element actions for CE change page in level editor
1225 * fixed music initialization bug in init.c (thanks to David Binderman)
1226 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1227 (this bug must probably be fixed at other places, too)
1230 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1231 (should be '#include <SDL.h>' instead)
1234 * fixed bug which prevented "walkable from no direction" from working
1235 (due to compatibility code overwriting this setting after loading)
1238 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1241 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1242 * version 3.1.1 released
1245 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1246 on 64-bit architecture systems with LP64 data model
1249 * fixed bug with bombs not exploding when hitting the last level line
1250 (introduced after the release of 3.1.0)
1253 * added support for dumping small-sized level sketches from editor
1256 * added recognition of "trigger element" for "change digged element to"
1257 (this is not really what the "trigger element" was made for, but its
1258 use may seem obvious for leaving back digged elements unchanged)
1261 * fixed multiple warnings about failed joystick device initialization
1264 * fixed bug with dynamite dropped on top of just dropped custom element
1265 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1266 dynamite can still be dropped, but drop key must be released before
1269 * fixed bug with wrong start directory when started from file browser
1270 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1273 * fixed bug causing "change when impact" on player not working
1274 * fixed wrong priority of "hitting something" over "hitting <element>"
1275 * fixed wrong priority of "hit by something" over "hit by <element>"
1278 * fixed graphical bug which caused the player (being Murphy) to show
1279 collecting animations although the element was collected by penguin
1282 * fixed two bugs causing wrong door background graphics in system.c
1283 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1286 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1287 * added "no direction" to "walkable/passable from" selectbox options
1290 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1291 * in tape autoplay, not only report broken, but also missing tapes
1294 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1297 * fixed small bug with "linear" animation not working for active lamp
1300 * fixed bug with moving up despite gravity due to "block last field"
1301 * fixed small bug with wrong draw offset when typing name in main menu
1302 * when reading user names from "passwd", ignore data after first comma
1303 * when creating new "levelinfo.conf", only write some selected entries
1306 * fixed displaying "imported from/by" on preview with empty string
1307 * fixed ignoring draw offset for fonts used for level preview texts
1310 * fixed a delay problem with SDL and too many mouse motion events
1311 * added setup option "skip levels" and level skipping functionality
1314 * added move speed "not moving" for non-moving CEs, but with direction
1317 * fixed mapping of obsolete element token names in "editorsetup.conf"
1318 * fixed bug with sound "acid.splashing" treated as a loop sound
1319 * fixed some little sound bugs in native EM engine
1322 * fixed small bug when dragging scrollbars to end positions
1325 * added editor element descriptions written by Aaron Davidson
1328 * improved fallback handling when configured artwork is not available
1329 (now using default artwork instead of exiting when files not found)
1332 * fixed bug on level selection screen when dragging scrollbar
1335 * fixed bug which caused broken tapes when appending to EM engine tapes
1338 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1341 * added code to replace changed artwork config tokens with other tokens
1342 (needed for backwards compatibility, so that older tokens still work)
1345 * added native R'n'D graphics for some new EMC elements in EM engine
1348 * fixed some bugs in the EM engine integration code
1349 * changed EM engine code to allow diagonal movement
1350 * changed EM engine code to allow use of separate snap and drop keys
1353 * fixed some redraw bugs when using EM engine
1356 * fixed bug with not converting RND levels which are set to use native
1357 engine to native level structure when loading
1360 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1363 * version number set to 3.2.0
1366 * level data now reset to defaults after attempt to load invalid file
1369 * added use of "editorsetup.conf" for different level sets
1372 * added auto-detection for various types of Emerald Mine level files
1375 * fixed bug with scrollbars getting too small when list is very large
1378 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1381 * added most level editor configuration gadgets for new EMC elements
1384 * added more element and graphic definitions for new EMC elements
1387 * modified native EM engine to use integrated R'n'D sound system
1390 * added SDL support to graphics functions in native EM engine
1391 (by always using generic libgame interface functions)
1394 * fixed bug in frame synchronization in native EM engine
1397 * added code to convert levels between R'n'D and native EM engine
1400 * new Emerald Mine engine can now play levels selected in main menu
1403 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1404 (which creates scaled down graphics for level editor and preview);
1405 there's still a memory leak somewhere in the artwork handling code
1406 * added "scale image up" functionality to X11 version of zoom function
1409 * first attempts to integrate new, native Emerald Mine Club engine
1412 * fixed bug in gadget code which caused reset of CEs in level editor
1413 (example: pressing 'b' [grab brush] on CE config page erased values)
1414 (solution: check if gadgets in ClickOnGadget() are really mapped)
1415 * improved level change detection in editor (settings now also checked)
1416 * fixed bug with "can move into acid" and "don't collide with" state
1419 * fixed maze runner style CEs to use the configured move delay value
1422 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1425 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1426 * fixed the above fix because it broke level set "machine" (*sigh*)
1427 * fixed random element placement in level editor to work as expected
1428 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1431 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1434 * fixed bug (missing array boundary check) which caused broken tapes
1435 * fixed bug (when loading level template) which caused broken levels
1436 * fixed bug with new block last field code when using non-yellow player
1439 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1440 * internal change of how the player blocks the last field when moving
1441 * fixed blocking delay of last field for EM and SP style block delay
1442 * fixed bug where the player had to wait for the usual move delay after
1443 unsuccessfully trying to move, when he directly could move after that
1444 * the last two changes should make original Supaplex level 93 solvable
1445 * improved use of random number generator to make it less predictable
1446 * fixed behaviour of slippery SP elements to let slip left, then right
1449 * fixed bug with wrong door state after trying to quickload empty tape
1450 * fixed waste of static memory usage of the binary, making it smaller
1451 * fixed very little graphical bug in Supaplex explosion
1454 * version number set to 3.1.1
1457 * version 3.1.0 released
1460 * fixed bug with crash when writing user levelinfo.conf the first time
1463 * added option "convert LEVELDIR [NR]" to command line batch commands
1464 * re-converted Supaplex levels to apply latest engine fixes
1465 * changed "use graphic/sound of element" to "use graphic of element"
1466 due to compatibility problems with some levels ("bug machine" etc.)
1469 * fixed bug with CE change replacing player with same or other player
1472 * fixed bug with opaque font in envelope with background graphic when
1473 background graphic is not transparent itself
1476 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1477 * corrected original Supaplex level loading code to use these new ports
1478 * also corrected Supaplex loader to auto-count infotrons if set to zero
1481 * fixed bug with missing initialization of "modified" flag for GEs
1484 * fixed bug that caused endless recursion loop when relocating player
1485 * fixed tape recorder bug in "step mode" when using "pause before end"
1486 * fixed tape recorder bug when changing from "warp forward" mode
1489 * fixed bug with "when touching" for pushed elements at last position
1492 * fixed bug that caused two activated toolbox buttons in level editor
1493 * fixed bug with exploding dynabomb under player due to other explosion
1496 * fixed bug with creating walkable custom element under player (again)
1497 * fixed bug with not copying explosion type when copying CEs in editor
1498 * fixed graphical bug when drawing player in setup menu (input devices)
1499 * fixed graphical bug when the player is pushing an accessible element
1500 * fixed bug with classic switchable elements triggering CE changes
1501 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1502 * fixed crash bug when CE leaves behind the trigger player element
1505 * fixed bug with broken tubes after placing/exploding dynamite in them
1506 * fixed bug with exploding dynamite under player due to other explosion
1507 * fixed bug with not resetting push delay under certain circumstances
1510 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1511 * added network multiplayer code for Windows (thanks to Niko Böhm)
1514 * added option "reachable despite gravity" for gravity movement
1515 * changed gravity movement of most classic walkable and passable
1516 elements back to "not reachable" (for compatibility reasons)
1519 * fixed (removed) "indestructible" / "can explode" dependency in editor
1520 * fixed (removed) "accessible inside" / "protected" dependency
1521 * fixed (removed) "step mode" / "shield time" dependency
1524 * fixed dynabombs exploding now into anything diggable
1525 * fixed Supaplex style gravity movement into buggy base now impossible
1526 * added pressing key "space" as valid action to select menu options
1529 * added "replace when walkable" to relocate player to walkable element
1530 * added "enter"/"leave" event for elements affected by relocation
1531 * fixed "direct"/"indirect" change order also for "when change" event
1532 * fixed graphical bug when pushing things from elements walkable inside
1535 * fixed graphic bug when player is snapping while moving in old levels
1536 * fixed bug when a moving custom element leaves a player element behind
1537 * fixed bug with mole not disappearing when moving into acid pool
1538 * fixed bug with incomplete path setting when using "--basepath" option
1539 * moving CE can now leave walkable elements behind under the player
1540 * when relocating, player can be set on walkable element now
1541 * fixed another gravity movement bug
1544 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1547 * added "collectible" and "removable" to extended replacement types
1548 (where "removable" replaces "diggable" and "collectible" elements)
1549 * added "collectible & throwable" (to throw element to the next field)
1550 * fixed bug with CEs digging elements that are just about to explode
1551 * changed mouse cursor now always being visible when game is paused
1554 * added possibility to push/press accessible elements from a side that
1556 * fixed bug with not setting actual date when appending to tape
1559 * fixed bug with incorrectly initialized custom element editor graphics
1562 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1563 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1566 * fixed bug with destroyed robot wheel still attracting robots forever
1567 * fixed bug with time gate switch deactivating after robot wheel time
1568 (while the time gate itself is not affected by this misbehaviour)
1569 * changed behaviour of BD style amoeba to always get blocked by player
1570 (before it was different when there were non-BD elements in level)
1571 * fixed bug with player destroying indestructable elements with shield
1574 * added option to make growing elements grow into anything diggable
1575 (for the various amoeba types, biomaze and "game of life")
1578 * fixed bug with movable elements not moving after left behind by CEs
1579 * changed gravity movement to anything diggable, not only sand/base
1580 * optionally allowing passing to walkable element, not only empty space
1581 * added option "can pass to walkable element" for players
1582 * finally fixed gravity movement (hopefully)
1585 * fixed bug with movable elements not moving anymore after falling down
1588 * fixed another bug with custom elements digging and leaving elements
1589 * fixed bug with "along left/right side" and automatic start direction
1590 * trigger elements now also displayed when "more custom" deactivated
1591 * fixed bug with clipboard element initialized when loading new level
1592 * added option "drop delay" to set delay before dropping next element
1595 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1598 * added copy and paste functions for custom change pages
1599 * enhanced graphical display and functionality of tape recorder
1600 * fixed bug with custom elements digging and leaving elements
1603 * added move speed faster than "very fast" for custom elements
1604 * fixed bug with 3+3 style explosions and missing border content
1605 * fixed little bug when copying custom elements in the editor
1606 * enhanced custom element changes by more side trigger actions
1609 * added option "no scrolling when relocating" for instant teleporting
1610 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1613 * added trigger element and trigger player to use as target elements
1614 * added copy and paste functions for custom and group elements
1617 * fixed graphical bug when displaying explosion animations
1618 * fixed bug when appending to tapes, resulting in broken tapes
1619 * re-recorded a few tapes broken by fixing gravity checking bug
1622 * "can move into acid" property now for all elements independently
1623 * "can fall into acid" property for player stored in same bitfield now
1624 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1625 * version number set to 3.1.0 (finally!)
1628 * changed tape recording to only record input, not programmed actions
1631 * fixed totally broken (every 8th frame skipped) step-by-step recording
1632 * fixed bug with requester not displayed when quick-loading interrupted
1633 * added option "can fall into acid (with gravity)" for players
1634 * fixed bug with player not falling when snapping down with gravity
1637 * fixed bug which messed up key config when using keypad number keys
1640 * fixed bug which allowed moving upwards even when gravity was active
1641 * fixed bug with missing error handling when dumping levels or tapes
1644 * added different colored editor graphics for Supaplex gravity tubes
1647 * fixed bug that allowed solvable tapes for unsolvable levels
1650 * use unlimited number of droppable elements when "count" set to zero
1651 * added option to use step limit instead of time limit for level
1654 * added player and change page as trigger for custom element change
1657 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1660 * fixed bug with dark yamyam changing to acid when moving over acid
1661 * fixed handling of levels with more than 999 seconds level time
1662 (example: level 76 of "Denmine")
1665 * "spring push bug" reintroduced as configurable element property
1666 * fixed bug with missing properties for "mole"
1667 * fixed bug that showed up when fixing the above "mole" properties bug
1668 * added option "can move into acid" for all movable elements
1669 * fixed graphical bug for elements moving into acid
1670 * changed event handling to handle all pending events before going on
1673 * fixed bug which caused all CE change pages to be ignored which had
1674 the same change event, but used a different element side
1675 (reported by Simon Forsberg)
1677 * fixed bug which caused elements that can move and fall and that are
1678 transported by a conveyor belt to continue moving into that direction
1679 after leaving the conveyor belt, regardless of their own movement
1680 type; only elements which can not move are transported now
1681 (reported by Simon Forsberg)
1683 * fixed bug which could cause an array overflow in RelocatePlayer()
1684 (reported by Niko Böhm)
1686 * changed Emerald Mine style "passable / over" elements to "protected"
1687 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1689 * added new option to select from which side a "walkable/passable"
1690 element can be entered
1693 * added explosion and ignition delay for elements that can explode
1696 * fixed bug which caused player not being protected against enemies
1697 when a CE was "walkable / inside" and was not "indestructible"
1698 * added "walkable/passable" fields to be "protected/unprotected"
1699 against enemies, even if not accessible "inside" but "over/under"
1702 * corrected move pattern to 32 bit and initial move direction to 8 bit
1705 * added second custom element base configuration page
1708 * added some special EMC mappings to Emerald Mine level loader
1709 (also covering previously unknown element in level 0 of "Bondmine 8")
1712 * added option to block last field when player is moving (for Supaplex)
1713 * adjusted push delay of Supaplex elements
1714 * removed delays for envelopes etc. when replaying with maximum speed
1715 * fixed bug when dropping element on a field that just changed to empty
1718 * fixed bug: infotrons can now smash yellow disks
1719 * fixed bug: when gravity active, port above player can now be entered
1720 * removed "one white dot" mouse pointer which irritated some people
1723 * added "choice type" for group element selection
1726 * fixed bug with initial invulnerability of non-yellow player
1729 * added level loader for loading native Supaplex packed levels
1730 (including multi-part levels like the "splvls99" levels)
1733 * fixed bug which allowed creating emeralds by escaping explosions
1736 * custom elements can change (limited) or leave (unlimited) elements
1737 * finally added multiple matches using group elements
1738 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1741 * added new start movement type "previous" for continued CE movement
1742 * added new start movement type "random" for random CE movement start
1745 * added new element "sokoban_field_player" needed for Sokoban levels
1746 (thanks to Ed Booker for pointing this out!)
1749 * added elements that can be digged or left behind by custom elements
1752 * added group elements for multiple matches and random element creation
1755 * fixed some graphical errors displayed in old levels
1758 * fixed wrong double speed movement after passing closing gates
1761 * added level loader for loading native Emerald Mine levels
1764 * changes for "shooting" style CE movement
1767 * Happy New Year! ;-)
1770 * changed default snap/drop keys from left/right Shift to Control keys
1773 * fixed bug with dead player getting reanimated from custom element
1776 * fixed bug with wrong penguin graphics (when entering exit)
1779 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1782 * version number set to 3.0.9
1785 * version 3.0.8 released
1788 * added function checked_free()
1791 * fixed bug with double nut cracking sound
1792 (by eliminating "default element action sound" assignment in init.c)
1795 * fixed crash when no music info files are available
1798 * fixed boring and sleeping sounds
1801 * added "maze runner" and "maze hunter" movement types
1802 * added extended collision conditions for custom elements
1805 * added warnings for undefined token values in artwork config files
1808 * added menu entry for level set information to the info screen
1811 * fixed bug with wrong default impact sound for colored emeralds
1814 * added several sub-screens for the info screen
1815 * menu text now also clickable (not only blue/red sphere left of it)
1818 * added configurable "bored" and "sleeping" animations for the player
1819 * added "awakening" sound for player when waking up after sleeping
1822 * added "copy" and "exchange" functions for custom elements to editor
1825 * added configurable element animations for info screen
1828 * added configurable music credits for info screen
1831 * finally fixed tape recording when player is created from CE change
1834 * added "editorsetup.conf" for editor element list configuration
1837 * added "musicinfo.conf" for menu and level music configuration
1840 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1841 (that only showed up on Linux, but not on Windows systems)
1844 * fixed turning movement of butterflies and fireflies (no frame reset)
1845 * enhanced sniksnak turning movement (two steps instead of only one)
1848 * version number set to 3.0.8
1851 * version 3.0.7 released
1854 * fixed reset of player animation frame when, for example,
1855 walking, digging or collecting share the same animation
1856 * fixed CE with "deadly when touching" exploding when touching amoeba
1859 * fixed tape recording when player is created from CE element change
1862 * introduced "turning..." action graphic for elements with move delay
1863 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1864 * added turning animations for bug, spaceship and sniksnak
1867 * prevent "extended" changed elements from delay change in same frame
1870 * fixed bug when pushing element that can move away to the side
1871 (like pushing falling elements, but now with moving elements)
1874 * finally fixed serious bug in code for delayed element pushing (again)
1877 * unavailable setup options now marked as "n/a" instead of "off"
1878 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1879 to "true", levels are always played with the latest game engine,
1880 which is desired for levels that are imported from other games; all
1881 other levels are played with the engine version stored in level file
1882 (which is normally the engine version the level was created with)
1885 * fixed serious bug in code for delayed element pushing
1886 * fixed little bug in animation frame selection for pushed elements
1887 * speed-up of reading config file for verbose output
1890 * added configuration option for opening and closing Supaplex exit
1891 * added configuration option for moving up/down animation for Murphy
1892 * fixed incorrectly displayed animation for attacking dragon
1893 * fixed bug with not setting initial gravity for each new game
1894 * fixed bug with teleportation of player by custom element change
1895 * fixed bug with player not getting smashed by rock sometimes
1898 * version number set to 3.0.7
1901 * version 3.0.6 released
1904 * added support for MP3 music for SDL version through SMPEG library
1907 * fixed bug when initializing font graphic structure
1908 * fixed bug with animation mode "pingpong" when using only 1 frame
1909 * fixed bug with extended change target introduced in 3.0.5
1910 * fixed bug where passing over moving element doubles player speed
1911 * fixed bug with elements continuing to move into push direction
1912 * fixed bug with duplicated player when dropping bomb with shield on
1913 * added "switching" event for custom elements ("pressing" only once)
1914 * fixed switching bug (resetting flag when not switching but not idle)
1917 * fixed element tokens for certain file elements with ".active" etc.
1920 * version number set to 3.0.6
1923 * version 3.0.5 released
1926 * now four envelope elements available
1927 * font, background, animation and sound for envelope now configurable
1928 * main menu doors opening/closing animation type now configurable
1931 * active/inactive sides configurable for custom element changes
1932 * new movement type "move when pushed" available for custom elements
1935 * fixed bug in multiple config pages loader code that caused crashes
1938 * enhanced (remaining low-resolution) Supaplex graphics
1941 * version number set to 3.0.5
1944 * version 3.0.4 released
1946 2003-09-12 src/tools.c
1947 * fixed bug in custom definition of crumbled element graphics
1949 2003-09-11 src/files.c
1950 * fixed bug in multiple config pages code that caused crashes
1953 * version number set to 3.0.4
1956 * version 3.0.3 released
1959 * added music to Supaplex classic level set
1961 2003-09-07 src/libgame/misc.c
1962 * added support for loading various music formats through SDL_mixer
1964 2003-09-06 (various source files)
1965 * fixed several nasty bugs that may have caused crashes on some systems
1966 * added envelope content which gets displayed when collecting envelope
1967 * added multiple change event pages for custom elements
1969 2003-08-24 src/game.c
1970 * fixed problem with player animation when snapping and moving
1972 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1973 * fixed problem with flickering when drawing toon animations
1975 2003-08-23 src/libgame/sdl.c
1976 * fixed problem with setting mouse cursor in SDL version in fullscreen
1978 2003-08-23 src/game.c
1979 * fixed bug (missing array boundary check) which could crash the game
1982 * version number set to 3.0.3
1985 * version 3.0.2 released
1987 2003-08-21 src/game.c
1988 * fixed bug with creating inaccessible elements at player position
1990 2003-08-20 src/init.c
1991 * fixed bug with not finding current level artwork directory
1993 2003-08-20 src/files.c
1994 * fixed bug with choosing wrong engine version when playing tapes
1995 * fixed bug with messing up custom element properties in 3.0.0 levels
1998 * version number set to 3.0.2
2001 * version 3.0.1 released
2003 2003-08-17 (no source files affected)
2004 * changed all "classic" PCX image files with 16 colors or less to
2005 256 color (8 bit) storage format, because the Allegro game library
2006 cannot handle PCX files with less than 256 colors (contributed
2007 graphics are not affected and might look wrong in the DOS version)
2009 2003-08-16 src/init.c
2010 * fixed bug which (for example) crashed the level editor when defining
2011 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2012 (only set to default) -- invalid graphics now set to default graphic
2014 2003-08-16 src/init.c
2015 * fixed graphical bug of player digging/collecting/snapping element
2016 when no corresponding graphic/animation is defined for this action,
2017 resulting in player being drawn as EL_EMPTY (which should only be
2018 done to elements being collected, but not to the player)
2020 2003-08-16 src/game.c
2021 * fixed small graphical bug of player not totally moving into exit
2023 2003-08-16 src/libgame/setup.c
2024 * fixed bug with wrong MS-DOS 8.3 filename conversion
2026 2003-08-16 src/tools.c
2027 * fixed bug with invisible mouse cursor when pressing ESC while playing
2029 2003-08-16 (various source files)
2030 * added another 128 custom elements (disabled in editor by default)
2032 2003-08-16 src/editor.c
2033 * fixed NULL string bug causing Solaris to crash in sprintf()
2035 2003-08-16 src/screen.c
2036 * fixed drawing over scrollbar on level selection with custom fonts
2038 2003-08-15 src/game.c
2039 * cleanup of simple sounds / loop sounds / music settings
2041 2003-08-08 (various source files)
2042 * added custom element property for dropping collected elements
2044 2003-08-08 src/conf_gfx.c
2045 * fixed bug with missing graphic for active red disk bomb
2047 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2048 * extended variable "level.gravity" to "level.initial_gravity" and
2049 "game.current_gravity" to prevent level setting from being changed
2050 by playing the level (keeping the runtime value after playing)
2052 * fixed graphics bug when digging element that has 'crumbled' graphic
2053 definition, but not 'diggable' graphic definition
2056 * version number set to 3.0.1
2059 * version 3.0.0 released
2062 * various bug fixes; among others:
2063 - fixed bug with pushing spring over empty space
2064 - fixed bug with leaving tube while placing dynamite
2065 - fixed bug with explosion of smashed penguins
2066 - allow Murphy player graphic in levels with non-Supaplex elements
2070 * I have forgotten to document changes for some time
2073 * pre-release version 2.2.0rc1 released
2076 * version number set to 2.1.2
2079 * version 2.1.1 released
2082 * version number set to 2.1.1
2085 * version 2.1.0 released
2088 * version number set to 2.1.0
2090 2002-04-03 to 2002-05-19 (various source files)
2091 * graphics, sounds and music now fully configurable
2092 * bug fixed that prevented walking through tubes when gravity on
2094 2002-04-02 src/events.c, src/editor.c
2095 * Make Escape key less aggressive when playing or when editing level.
2096 This can be configured as an option in the setup menu. (Default is
2097 "less aggressive" which means "ask user if something can be lost"
2098 when pressing the Escape key.)
2100 2002-04-02 src/screen.c
2101 * Added "graphics setup" screen.
2103 2002-04-01 src/screen.c
2104 * Changed "choose level" setup screen stuff to be more generic (to
2105 make it easier to add more "choose from generic tree" setup screens).
2107 2002-04-01 src/config.c, src/timestamp.h
2108 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2109 automatically gets created by "src/Makefile" and contains an actual
2110 compile-time timestamp to identify development versions of the game).
2112 2002-03-31 src/tape.c, src/events.c
2113 * Added quick game/tape save/load functions to tape stuff which can be
2114 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2115 loads previously recorded tape and directly goes into recording mode
2116 from the end of the tape (therefore appending to the tape).
2118 2002-03-31 src/tape.c
2119 * Added "index mark" function to tape recorder. When playing or
2120 recording, "eject" button changes to "index" button. Setting index
2121 mark is not yet implemented, but pressing index button when playing
2122 allows very quick advancing to end of tape (when normal playing),
2123 very fast forward mode (when playing with normal fast forward) or
2124 very fast reaching of "pause before end of tape" (when playing with
2125 "pause before end" playing mode).
2127 2002-03-30 src/cartoons.c
2128 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2130 2002-03-29 src/screen.c
2131 * Changed setup screen stuff to be more generic (to make it easier
2132 to add more setup screens).
2134 2002-03-23 src/main.c, src/main.h
2135 * Various changes due to the introduction of the new libgame files
2136 "setup.c" and "joystick.c".
2138 2002-03-23 src/files.c
2139 * Generic parts of "src/files.c" (mainly setup and level directory
2140 stuff) moved to new libgame file "src/libgame/setup.c".
2142 2002-03-23 src/joystick.c
2143 * File "src/joystick.c" moved to libgame source tree, with
2144 correspondig changes.
2146 2002-03-22 src/screens.c
2147 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2148 (Wrong level series information displayed when entering main group.)
2150 2002-03-22 src/editor.c
2151 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2153 2002-03-22 src/editor.c
2154 * Changed behaviour of "Escape" key in level editor to be more
2155 intuitive: When in "Element Properties" or "Level Info" mode,
2156 return to "Drawing Mode" instead of leaving the level editor.
2158 2002-03-21 src/game.c, src/editor.c, src/files.c
2159 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2160 gems (emeralds, diamonds, ...) slipping down from normal wall,
2161 steel wall and growing wall (as in E.M.C. style levels). Although
2162 the behaviour of contributed and private levels wasn't changed (due
2163 to the use of "level.game_version"; see previous entry), editing
2164 those levels will (of course) change the behaviour accordingly.
2166 This change seems a bit too hard after thinking about it, because
2167 the EM style behaviour is not the "expected" behaviour (gems would
2168 normally only slip down from "rounded" walls). Therefore this was
2169 now changed to an element property for gem style elements, with the
2170 default setting "off" (which means: no special EM style behaviour).
2171 To fix older converted levels, this flag is set to "on" for pre-2.0
2172 levels that are neither contributed nor private levels.
2174 2002-03-20 src/files.h
2175 * Corrected settings for "level.game_version" depending of level type.
2176 (Contributed and private levels always get played with game engine
2177 version they were created with, while converted levels always get
2178 played with the most recent version of the game engine, to let new
2179 corrections of the emulation behaviour take effect.)
2181 2002-03-20 src/main.h
2182 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2183 compiling the SDL version on some systems.
2184 Thanks to the several people who pointed this out.
2187 * Version number set to 2.0.2.
2190 * Version 2.0.1 released.
2192 2002-03-18 src/screens.c
2193 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2195 2002-03-18 src/files.c [src/libgame/misc.c]
2196 * Moved some common functions from src/files.c to src/libgame/misc.c.
2198 2002-03-18 src/files.c [src/libgame/misc.c]
2199 * Changed permissions for new directories and saved files (especially
2200 score files) according to suggestions of Debian users and mantainers.
2201 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2203 2002-03-17 src/files.c
2204 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2205 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2206 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2207 for levels and "TAPE" for tapes). Old "cookie" style format is
2208 still supported for reading. New level and tape files are written
2211 * New IFF chunk "VERS" contains version numbers for file and game
2212 (where "game version" is the version of the program that wrote the
2213 file, and "file version" is a version number to distinguish files
2214 with different format, for example after adding new features).
2216 2002-03-15 src/screen.c
2217 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2218 (Before, you heard a mixture of the in-game music and the
2219 hall-of-fame music.)
2221 2002-03-14 src/events.c
2222 * Function "DumpTape()" (files.c) now available by pressing 't' from
2223 main menu (when in DEBUG mode).
2225 2002-03-14 src/game.c
2226 * "GameWon()": When game was won playing a tape, now there is no delay
2227 raising the score and no corresponding sound is played.
2229 2002-03-14 src/files.c
2230 * Changed "LoadTape()" for real chunk support and also adjusted
2231 "SaveTape()" accordingly.
2233 2002-03-14 src/game.c, src/tape.c, src/files.c
2234 * Important changes to tape format: The old tape format stored all
2235 actions with a real effect with a corresponding delay between the
2236 stored actions. This had some major disadvantages (for example,
2237 push delays had to be ignored, pressing a button for some seconds
2238 mutated to several single button presses because of the non-action
2239 delays between two action frames etc.). The new tape format just
2240 stupidly records all device actions and replays them later. I really
2241 don't know why I haven't solved it that way before?! Old-style tapes
2242 (with tape file version less than 2.0) get converted to the new
2243 format on-the-fly when loading and can therefore still be played;
2244 only some minor parts of the old-style tape handling code was needed.
2245 (A perfect conversion is not possible, because there is information
2246 missing about the device actions between two action frames.)
2248 2002-03-14 src/files.c
2249 * New function "DumpTape()" to dump the contents of the current tape
2250 in a human readable format.
2252 2002-03-14 src/game.c
2253 * Small tape bug fixed: When automatically advancing to next level
2254 after a game was won, the tape from the previous level still was
2255 loaded as a tape for the new level.
2257 2002-03-14 src/tape.c
2258 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2259 tape, cartoons did not get completely removed because
2260 StopAnimation() was not called.
2262 2002-03-13 src/files.c
2263 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2264 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2265 size even when using 16-bit elements). Added new chunk "CNT2" for
2266 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2267 chunk even when content was 16-bit element). "CNT2" should now be
2268 able to store content for arbitrary elements (up to eight blocks of
2269 3 x 3 element arrays). All "CNT2" elements will always be stored as
2270 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2272 2002-03-13 src/files.c
2273 * Changed "LoadLevel()" for real chunk support.
2275 2002-03-12 src/game.c
2276 * Fixed problem (introduced after 2.0.0 release) with penguins
2277 not getting killed by enemies
2279 2002-02-24 src/game.c, src/main.h
2280 * Added "player->is_moving"; now "player->last_move_dir" does
2281 not contain any information if the player is just moving at
2283 Before, "player->last_move_dir" was misused for this purpose
2284 for the robot stuff (robots don't kill players when they are
2285 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2286 broke tapes when walking through pipes!
2287 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2288 in a continuous movement. This fact is ignored for friends and