2 * version 3.3.1.0 released
5 * version number set to 3.3.1.0
8 * fixed display of level time switching from ascending to descending
9 when making use of the "time orb bug" (see element setting in editor)
10 (see level 053 of set "rnd_equinox_tetrachloride_ii" for an example)
11 * fixed graphics performance problems (especially on Mac OS X) by using
12 whole-playfield redraw on SDL target, while still using the previous
13 single-tile redraw method on X11 target (using redraw tiles threshold)
16 * fixed code (esp. random/tape handling) when compiled on 64-bit systems
17 (by replacing all "long" types by "int" types)
20 * fixed nasty bug (affecting crumbled graphics) after adding new special
21 graphics suffix ".TAPE" (and messing some things up in src/main.c)
24 * fixed wrong argument order in DrawTextBuffer() in gadgets.c
25 (this caused fonts in envelope config in level editor being invisible)
28 * fixed some problems with half tile size and even tile sized playfields
31 * added level selection screen (when clicking on main menu level number)
32 * added level tracing (played, solved) for use in level selection screen
33 (to display already played or solved levels in different font color)
36 * added alternative game mode for playing with half size playfield tiles
37 * fixed another memory violation bug in the native Supaplex game engine
38 (this potential memory bug was also in the original Megaplex code, but
39 apparently only occured under rare conditions triggered by using the
40 additional added preceding playfield memory area to make a few strange
41 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
42 solvable (this all worked fine in the classic DOS version, of course))
45 * added graphics performance optimization to native Supaplex game engine
46 * fixed bug with accidentally removing preceding buffer in SP engine
47 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
48 (to prevent compatibility mapping of these newer graphics to older
49 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
52 * added separately configurable game panel background to graphics config
53 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
56 * added tape panel graphics and screen positions to graphics config
59 * added compatibility stuff for redefined "global.door" (which affects
60 all parts of that image that have their own graphics definition now)
63 * added sound button graphics to graphics config
66 * added tape button graphics and screen positions to graphics config
69 * improved single step mode in R'n'D, EM and SP engines
72 * version number set to 3.3.0.2
75 * version 3.3.0.1 released
78 * added configurable key shortcuts for snap+direction player actions
79 (probably most useful for recording tool-assisted speedrun (TAS)
80 tapes using the single-step mode of the tape recorder)
83 * version number set to 3.3.0.1
86 * version 3.3.0.0 released
89 * fixed missing memory allocation in SP engine when saving engine data
90 for non-SP game engine snapshots (which also stores SP engine part)
93 * fixed problem with scrolling in native EM engine in multi-user mode
94 (this bug was just introduced with the experimental viewport stuff)
95 * fixed animation of splashing acid in EM engine with classic artwork
96 * fixed animation of cracking nut in EM engine with classic artwork
97 * fixed (implemented) single step mode in native EM and SP engines
98 * fixed "latest_engine" flag in classic levels (moved to single sets)
99 * updated SDL library DLLs for Windows to the latest release versions
100 (this fixed some mysterious crashes of the game on Windows systems)
101 * replaced EM and SP set in classic level set with native level files
102 * finally added a newly written "CREDITS" file to the game package
103 * removed sampled music loops from classic music set
106 * changed native Emerald Mine engine to support different viewport sizes
109 * changed native Supaplex engine to support different viewport sizes
112 * added initial, experimental support for different viewport properties
113 (with "viewports" being menu/playfield area and doors; currently the
114 size of the menu/playfield area and door positions can be redefined)
117 * added initial, experimental support for different window sizes
120 * added support for native Sokoban solution files in pure 'udlrUDLR'
121 format with extension ".sln" instead of ".tape" for solution tapes
124 * added image config suffix ".class" to be able to define classes of
125 crumbled elements which are then separated against each others when
126 drawing crumbled borders (class names can freely be defined)
127 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
128 emc_grass" results in sand and emc_grass being crumbled separately,
129 even if directly adjacent on the playfield.)
130 * added image config suffix ".style" to use two new features for
132 - "accurate_borders": try to draw correctly crumbled corners (which
133 means that a row of crumbled elements does not have two crumbled
134 corners for each element in the row, but only at the "real" corners
135 at the start and the end of the row of elements)
136 - "inner_corners": also draw inner corners in concave constructions
137 of several crumbled elements -- this is currently a big kludge: the
138 number of frames for crumbled graphic must be "2", with the first
139 frame as usual (crumbled graphic), while the second frame contains
140 the graphic with inner (crumbled) corners for the crumbled graphic
141 (These two features are mainly intended for bevelled walls, not for
142 diggable elements like sand; "inner_corners" only works reliably for
143 static walls, not for in-game dynamically changing walls using CEs.)
146 * finished code cleanup of native Supaplex game engine
149 * started code cleanup of native Supaplex game engine
152 * integrated playing sound effects into native Supaplex game engine
155 * added configurable key shortcuts for the tape recorder buttons
158 * added (hidden) function to save native Supaplex levels with tape as
159 native *.sp file containing level with demo (saved with a file name
160 similar to native R'n'D levels, but with ".sp" extension instead of
161 ".level"); to use this functionality, enter ":save-native-level" or
162 ":snl" from the main menu with the native Supaplex level loaded and
163 the appropriate tape loaded to the tape recorder
164 * fixed potential crash bug caused by illegal array access in engine
165 snapshot loading and saving code
166 * changed setting permissions of score files to be world-writable if
167 the program is not installed and running setgid to allow the program
168 to modify existing score files when run as a different user (which
169 allows cheating, of course, as the score files are not protected
170 against modification in this case)
171 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
172 the top level Makefile for Debian / Ubuntu installations
173 * added saving read-only levels from editor into personal level set
174 (thanks to Bela Lubkin for the above four patches)
177 * added updating of game values on the panel to Supaplex game engine
180 * finished integrating R'n'D graphics engine into Supaplex game engine
181 (although some animations do not support full customizability yet)
184 * done integrating R'n'D graphics engine into file "Infotron.c"
185 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
188 * integrated engine snapshot functionality into Supaplex game engine
191 * fixed bug in native Supaplex engine that broke several demo solutions
192 * fixed bug with re-initializing already existing elements in function
193 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
194 counted a second time, making the currently playing level unsolvable)
195 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
196 * done integrating R'n'D graphics engine into file "Electrons.c"
197 * done integrating R'n'D graphics engine into file "Zonk.c"
200 * done integrating R'n'D graphics engine into file "Murphy.c"
201 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
204 * started integrating R'n'D graphics engine into Supaplex game engine
207 * added small kludge that allows transparent pushing animation over
208 non-black background (by using "game.use_masked_pushing: true")
209 * added editor flag to Sokoban field/object elements to automatically
210 finish solved Sokoban style levels (even if they contain non-Sokoban
211 elements, which prevents auto-enabling this feature for such levels)
214 * added new element "from_level_template" which is replaced by element
215 from level template at same playfield position when loaded (currently
216 not accessible from level editor, but only used for special Sokoban
217 level conversion when using "special_flags: load_xsb_to_ces")
218 * added special behaviour for "special_flags: load_xsb_to_ces": global
219 settings of individual level files are overwritten by template level
220 (except playfield size, level name, level author and template flag)
223 * added handling of gravity ports when converting Supaplex style R'n'D
224 levels to native Supaplex levels for playing with Supaplex engine
227 * fixed bug in Supaplex engine regarding initial screen scroll position
230 * fixed EMC style pushing animations in the R'n'D graphics engine (when
231 using ".2nd_movement_tile" for animations having start and end tile)
232 * for this to work (look) properly for two-tile pushing animations with
233 non-black (i.e. opaque) background, the pushing graphics drawing order
234 was changed to first draw the pushed element, then the player (maybe
235 this should be controlled by an ".anim_mode" flag yet to be added)
236 * two-tile animations for moving or pushing should have 7 frames for
237 normal speed, 15 frames for half speed etc. to display correct frames
238 * two-tile animations are also displayed correctly with different speed
239 settings for the player (for pushing animations) or moving elements
242 * added searching for template level (file "template.level") not only
243 inside the level set directory, but also in above level directories;
244 this makes is possible to use the same single template level file
245 (placed in a level group directory) for many level sub-directories
248 * fixed bug with steel exit being destructible during opening phase
249 * added token "special_flags" to "levelinfo.conf" (currently with the
250 only recognized value "load_xsb_to_ces", doing the same as the flag
251 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
252 converting all elements in native (XSB) Sokoban level files to CEs)
255 * fixed some problems with Supaplex engine when compiling for Windows
258 * added special mode to convert elements of Sokoban XSB levels to CEs
259 by adding "-Dload_xsb_to_ces" to the command line starting the game
260 (also adding a dependency to a template level file "template.level")
263 * added reading native Sokoban levels and level packages (XSB files)
266 * fixed bugs in (auto)scrolling behaviour when passing ports or when
267 wrapping around the playfield through "holes" in the playfield border
270 * changed internal playfield bitmap handling from playfield sized bitmap
271 to screen sized bitmap (visible scrolling area), therefore speeding up
272 graphics operations (by eliminating bitmap updates in invisible areas)
273 and removing playfield size limitations due to increasing bitmap size
274 for larger playfield sizes (while the new implementation always uses
275 a fixed playfield bitmap size for arbitrary internal playfield sizes)
278 * fixed bug with single step mode (there were some cases where the game
279 did not automatically return to pause mode, e.g. when trying to push
280 things that cannot be pushed or when trying to run against a wall)
283 * added support for loading Supaplex levels in MPX level file format
286 * fixed SP engine to set "game over" not before lead out counter done
289 * fixed (potential) compile error when using GCC option "-std=gnu99"
290 (thanks to Tom "spot" Callaway)
293 * fixed array allocation in native Supaplex engine to correctly handle
294 preceding scratch buffers (needed because of missing border checking)
295 * fixed playfield initialization to correctly add raw header bytes as
296 subsequent scratch buffer (needed because of missing border checking)
299 * most important parts of native Supaplex engine integration working:
300 - native Supaplex levels can be played in native Supaplex engine
301 - native Supaplex level/demo files ("*.sp" files) can be re-played
302 - all 111 classic original Supaplex levels automatically solvable
303 - native Supaplex engine can be selected and used from level editor
304 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
307 * fixed another translation problem from VisualBasic to C (where "int"
308 should be "short") causing unsolvable demos with bugs and terminals
309 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
312 * fixed bug when reading Supaplex single level files (preventing loader
313 from seeking to level position like in Supaplex level package files)
316 * first classic Supaplex level running and solved by solution/demo tape
319 * started with integration of native Supaplex engine, using source code
320 of Megaplex from Frank Schindler, based on original Supaplex engine
323 * version number set to 3.2.6.2
326 * version 3.2.6.1 released
329 * fixed bug with element_info[e].gfx_element not being initialized in
330 early game stage, causing native graphics in EMC level sets to be
331 mapped completely to EL_EMPTY (causing a blank screen when playing)
332 (this only happened when starting the program with an EMC set with
333 native graphics, but not when switching to such a set at runtime)
336 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
337 and using self-compiled, patched SDL.dll that solves this problem
338 (interim solution until release of SDL 1.2.14 that should fix this)
341 * extended backwards compatibility mode to allow already fixed bug with
342 change actions (see "2008-02-05") for existing levels (especially the
343 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
346 * reactivated workaround to prevent program crashes due to blitting to
347 the same SDL surface that apparently only occurs on Windows systems
348 (this is no final solution; this problem needs further investigation)
351 * version number set to 3.2.6.1
354 * version 3.2.6.0 released
357 * fixed behaviour of player option "no centering when relocating" which
358 was incorrect when disabled and relocation target inside visible area
359 and "no scrolling when relocating" enabled at the same time
362 * fixed problems with re-mapping players on playfield to input devices:
363 previously, players found on the level playfield were changed to the
364 players connected to input devices (for example, player 3 in the level
365 was changed to player 1 (using artwork of player 3, to be able to use
366 a player with a different color)); this had the disadvantage that CE
367 conditions using player elements did not work (because the players in
368 the level definition are different to those effectively used in-game);
369 the new system uses the same player elements as defined in the level
370 playfield and re-maps the input devices of connected players to the
371 corresponding player elements when playing the level (in the above
372 example, player 3 now really exists in the game and is moved using the
373 events from input device 1); level tapes still store the events from
374 input devices 1 to 4, which are then re-mapped to players accordingly
375 when re-playing the tape (just as it is done when playing the level)
378 * fixed bug with player relocation while the player switches an element
381 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
382 not walkable (and did not let the player enter) when in process of
383 opening, but not fully open yet (which can cause the player not being
384 able to enter the exit in EM/DC style levels in time)
387 * fixed some bugs regarding the new level/CE random seed reset options
390 * moved "level settings" and "editor settings" to two tabbed screens in
391 level editor to gain space for additional level property settings
392 * added level setting to start a level with always the same random seed
393 * added CE action "set random seed" to re-initialize random seed in game
394 (this is the only CE action that gets executed before the CE changes,
395 which is needed to use the newly set random seed during the CE change)
398 * fixed redraw problem of special editor door when playing from editor
401 * fixed initialization of gfx_element for level sketch image creation
404 * added switch for EM style dynamite "[ ] explodes with chain reaction"
405 (with default set to "on" for existing levels, but "off" for all new
406 levels), as EM style dynamite does not chain-explode in original EM
409 * added optional initial inventory for players (pre-collected elements)
410 * added change page actions "set player inventory" and "set CE artwork"
411 * added recognition of "player" parameter on change pages when player
412 actions are defined, but no trigger player in corresponding condition
413 (this resulted in actions that only affected the first player before)
414 * fixed bug with change actions being executed for newly created custom
415 elements resulting from custom element changes, when the intention was
416 only to check for change actions for the previous custom element
419 * changed design and size of element drawing area in level editor
420 * added "element used as action parameter" to element change actions
423 * added possibility to reanimate player immediately after his death
424 (for example, by "change to <player> when explosion of <player>")
427 * fixed bug with "gray" white door not being uncovered by magnifier
428 * added score for collecting (any) key to the white key config page
431 * added condition "deadly when <getting hit by>" for custom elements
432 that behaves a bit like the existing "deadly when <colliding with>",
433 but with the following differences:
434 - it only kills players or friends when it was moving before it hits
435 - it does not kill players or friends that try to run into it
438 * fixed the following change conditions where a player element is used
439 as the "element that is triggering the custom element change":
442 - explosion of <element>
444 (the last two conditions already worked partially, but only for the
445 first player, and not for the "Murphy" player when using "move of")
448 * fixed crash bug caused by accessing invalid element (with value -1)
449 in UpdateGameControlValues()
450 * fixed graphical bug when using two-tile movement animations with EMC
451 game engine without explicitly using native EMC graphics engine
454 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
455 try to push something (due to push delay) does not cause a dig action
458 * fixed bug with reference elements used as trigger elements on custom
459 element change pages not being recognized
460 * fixed bug with reference elements not being removed from the playfield
461 * added engine functionality that allows custom elements that "can dig"
462 other elements not only to do so when moving by themselves, but also
463 when being pushed by the player (therefore adding the functionality to
464 push one element over another element, replacing it with the new one)
467 * added command line function to write level sketch images to directory
470 * merged override and auto-override options into new override options
471 with a new data type than can take the values "no", "yes" and "auto"
474 * fixed growing steel wall to also leave behind steel wall instead of
475 normal, destructible wall
476 * fixed handling of rocks falling through stacks of quicksand with
477 different speed (before, the rocks just got stuck in the quicksand)
480 * fixed nasty bug with auto-override and normal override not working on
481 program startup (especially when current level set has custom artwork)
484 * version 3.2.5 released as special edition "R'n'D jue"
487 * fixed X11 crash bug when blitting masked title screens over background
490 * changed build system to support special editions (like "R'n'D jue")
491 * added (hardcoded) loading graphics for "R'n'D jue" special edition
492 * fixed X11 crash bug when scaling images with width/height less than 32
495 * added "background.PLAYING" (only visible as two-pixel border in game)
496 * added default level set for first start of special R'n'D version
497 * changed door animations for editor always behaving like "quick doors"
500 * added new custom artwork setup option "auto-override non-CE sets" for
501 automatic artwork override that is only used for level sets without
502 custom element artwork (as it does not make much sense to override
503 any artwork that redefines custom element artwork for sets using CEs)
504 * fixed default artwork for "special" R'n'D versions always using the
505 "classic" artwork as the base if base artwork is not explicitly
506 defined in "levelinfo.conf", regardless of different default artwork
507 used by the special R'n'D version -- this is needed because any such
508 custom artwork is designed using the "classic" artwork definitions as
509 the base (including menu definitions and screen positions etc., which
510 would otherwise be taken from the different special default artwork)
513 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
514 for both EMC and R'n'D graphics engine (heavy workarounds needed due
515 to massively broken handling of quicksand in R'n'D game engine)
516 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
517 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
520 * fixed small bug in toon drawing (introduced when fixing the crash bug)
523 * added graphics definition "game.panel.highscore" to display the
524 current levels current high score in the game panel
527 * version number set to 3.2.5
530 * version 3.2.4 released
533 * fixed crash bug in toon drawing functions for large step offset values
536 * fixed some problems with displaying game panel when quick-loading tape
539 * fixed (experimental only) redrawing of every tile per frame (even if
540 unneeded) for the extended (R'n'D based) EMC graphics engine
541 * added optimization to only calculate element count for panel display
542 if really needed (that is, if element count values defined on panel)
543 * fixed problem with special editor door redraw when entering main menu
546 * fixed bug with displaying background for title messages on info screen
547 * some code cleanup for the extended (R'n'D based) EMC graphics engine
550 * fixed bug with CE action "move player" always resulting in player 4
551 if there was a CE action with no trigger player (because the player
552 element was calculated by using log_2() from trigger player bits with
553 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
554 triggering player bit mask and handling all players in "move player"
555 * fixed bug when defined artwork cannot be found for artwork that has
556 default artwork cloned from other artwork (without default filename)
557 * added several fixes to the extended (R'n'D based) EMC graphics engine
560 * fixed broken editor copy and paste for custom elements between levels
563 * title messages are now also searched in graphics artwork directory;
564 those found in graphics directory have precendence over those found
565 in level directory -- this handles title messages stored in graphics
566 directories as part of the artwork set, just like title images; this
567 makes sense, as corresponding special font definitions for messages
568 are usually defined in the same graphics artwork directory, and also
569 because title images and title messages that are combined in a level
570 set introduction should usually not be separated when the level set
571 is used with a different artwork set (e.g. using "override graphics")
572 * fixed problem with door borders on main screen by first drawing doors
573 and then the corresponding border masks, but not vice versa
574 * fixed problem with artwork config entries using the value "[DEFAULT]";
575 this does not what one might expect, but sets the value to an invalid
576 value -- solution: simply ignore such entries, which results in this
577 value keeping its previous (real) default value (in general, entries
578 that should use their default value should just not be defined here)
579 * fixed problem with wrong fading area size from main menu to setup menu
582 * fixed problem with broken crumbled graphics after level set changes
583 when using R'n'D custom artwork with level sets using the EMC engine
586 * fixed invisible "joysticks deactivated ..." text on setup input screen
589 * added use of hashes created from static lists (element tokens, image
590 config, font tokens) to speed up lookup of configuration parameters
591 * fixed bug where element and graphic config token lookup was mixed up
594 * added "busy" animation when initializing program and loading artwork
595 * added initialization profiling for program startup (debugging only)
598 * fixed(?) very strange bug apparently triggered by memset() when code
599 was cross-compiled with MinGW cross-compiler for Windows XP platform
600 (this only happened when using SDL.dll also self-compiled with MinGW)
603 * added graphics engine directive "border.draw_masked_when_fading" that
604 enables/disables drawing of border mask over screen that is just faded
607 * fixed small problem with separate fading definition for game screen
610 * added additional configuration directives for setup screen draw offset
611 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
612 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
613 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
614 used to define draw offset on custom artwork selection screens and
615 "CHOOSE_OTHER" is used on all other list style selection screens, like
616 choosing game speed or screen mode for fullscreen mode)
617 * added additional configuration directives to define main menu buttons:
618 - menu.button_name and menu.button_name.active
619 - menu.button_levels and menu.button_levels.active
620 - menu.button_scores and menu.button_scores.active
621 - menu.button_editor and menu.button_editor.active
622 - menu.button_info and menu.button_info.active
623 - menu.button_game and menu.button_game.active
624 - menu.button_setup and menu.button_setup.active
625 - menu.button_quit and menu.button_quit.active
626 * added eight pure decoration graphic definitions for the game panel
629 * added support for accessing native Diamond Caves II level packages
630 * fixed displaying of game panel values for Emerald Mine game engine
631 * fixed displaying end-of-level time and score values on new game panel
634 * added game panel control to display arbitrary elements on game panel
635 * added game panel control to display custom element score (globally
636 unique for identical custom elements) either as value or as element
637 * added ".draw_masked" and ".draw_order" to game panel control drawing
640 * fixed some general bugs with handling of ".active" elements and fonts
643 * cleanup of game panel elements (some elements were not really needed)
644 * added displaying of gravity state (on/off) as new game panel control
645 * added animation for game panel elements (similar to game elements)
648 * added new pseudo game mode "PANEL" to define panel fonts and graphics
649 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
650 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
651 (else graphics would have to use ".PLAYING", which would be confusing)
652 * fixed bug when fading out to game screen with border mask defined
655 * added attribute ".tile_size" for element style game panel controls
658 * added <space> key as additional valid key to use for confirm requester
661 * improved menu fading, adding separate fading definitions for entering
662 and leaving a "content" screen (in general), and optional definitions
663 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
666 * added (currently invisible) setup option to define scroll delay value
667 * fixed small bug in priority handling when auto-detecting level start
668 position in levels without player element (but player from CE etc.)
669 * added option "game.forced_scroll_delay_value" to override user choice
670 of scroll delay value for certain level sets with "graphicsinfo.conf"
671 * replaced setup option "scroll delay: on/off" by new setup option that
672 directly allows selecting the desired scroll delay value from 0 to 8
675 * added displaying of most game panel control elements (not animated)
678 * added new configuration directives to display additional game engine
679 values on the game control panel, like the following examples:
680 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
681 - game.panel.penguins - number of penguins to rescue
682 - game.panel.level_name - level name of current level
685 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
688 * added new player option "no centering when relocating" for "invisible"
689 teleportations to level areas that look exactly the same, giving the
690 illusion that the player did not relocate at all (this was the default
691 since 3.2.3, but caused visual problems with room creation in "Zelda")
692 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
695 * improved menu fading, adding separate fading definitions for entering
696 and leaving a menu and for fading between menu and "content" screens
697 * fixed small bug with recognizing also ".font_xyz" style definitions
700 * improved menu fading, adding separate fading definitions for fading
701 between menu screens and fading between menu and "destination" screens
704 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
705 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
706 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
707 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
709 * improved title fading, allowing fading animation types "none", "fade"
710 and "crossfade" (including cross-fading of last title to main menu)
713 * added configurability of graphics, sounds and music for title screens,
714 which are separated into initial title screens (only shown once at
715 program startup) and title screens shown for a given level set; these
716 title screens can be composed of up to five title images and up to
717 five title text messages (each drawn using an optional background
718 image), also using background music and/or sounds; aspects like
719 background images, sounds and music of title screens can either be
720 defined generally (valid for all title screens) or specifically (and
721 therefore differently for each title screen) using these directives:
723 to define a background image, sound or music file for all screens:
724 - background.TITLE_INITIAL (for all title screens for game startup)
725 - background.TITLE (for all title screens for level sets)
727 to define a background image, sound or music file for a single screen:
728 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
729 - background.titlescreen_x (with x in 1,2,3,4,5)
730 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
731 - background.titlemessage_x (with x in 1,2,3,4,5)
733 to define the title screen images:
734 - titlescreen_initial_x (with x in 1,2,3,4,5)
735 - titlescreen_x (with x in 1,2,3,4,5)
737 to define the title text messages, place text files into the level set
738 directory that have the following file names:
739 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
740 - titlemessage_x.txt (with x in 1,2,3,4,5)
742 to define the properties of the text messages, either use directives
743 that affect all text messages:
744 - [titlemessage_initial].<suffix>
745 - [titlemessage].<suffix>
746 or use directives that affect single text messages:
747 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
748 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
750 valid values for <suffix> are the same as for readme.<suffix> below;
751 use ".sort_priority" (default: 0) to define an arbitrary order for
752 title images and title messages (which can therefore be mixed)
755 * added full configurability of "readme.txt" screen appearance:
756 - readme.x: <left position used with alignment>
757 - readme.y: <top position>
758 - readme.width: <maximim text width in pixels>
759 - readme.height: <maximum text height in pixels>
760 - readme.chars: <maximum number of chars per line>
761 - readme.lines: <maximum number of lines displayed>
762 - readme.align: left,center,right (default: center)
763 - readme.top: top,middle,bottom (default: top)
764 - readme.font: font name
765 - readme.autowrap: true,false (default: true)
766 - readme.centered: true,false (default: false)
767 - readme.parse_comments: true,false (default: true)
768 - readme.sort_priority: (not used here, but only for title screens)
769 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
770 default), they are automatically determined from "readme.width" and
771 "readme.height" accordingly; when they are not "-1", they have
772 precedence over "readme.width" and "readme.height"
773 * added internal ad-hoc config settings for displaying text files like
774 title messages or "readme.txt" style level set info files:
775 - .font: font name (default: readme.font)
776 - .autowrap: true,false (default: readme.autowrap)
777 - .centered: true,false (default: readme.centered)
778 - .parse_comments: true,false (default: readme.parse_comments)
779 (the leading '.' and the separating ':' are mandatory here); to use
780 these ad-hoc settings, they have to be written inside a comment, like
781 "# .autowrap: false" or "# .centered: true"; these settings then
782 override the above global settings (they can even be used more than
783 once, like "# .centered: true", then some text that should be drawn
784 centered, then "# .centered: false" to go back to non-centered text;
785 important note: after using "# .parse_comments: false", or when using
786 "readme.parse_comments: false", detecting and parsing comments inside
787 the file is disabled and comments are just printed like normal text;
788 also be aware that all automatic text size calculations are done with
789 the font defined in "readme.font", while using different fonts using
790 "# .font: <font>" inside the text file may cause unexpected results
793 * changed some numerical limits in the level editor from 255 to 999
796 * added option "system.sdl_videodriver" to select SDL video driver
797 * added output of SDL video and audio driver to "version info" page
800 * added group element drawing to IntelliDraw drawing functions
801 * fixed animation resetting problem again (last try broke Snake Bite)
802 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
805 * added new (special) "include: <filename>" directive that works in all
806 configuration files (like "graphicsinfo.conf") and that has the same
807 effect as if that directive would be replaced with the content of the
808 specified file (this can be useful to split large configuration files
809 into several smaller ones and include them from one main file, or to
810 store configuration settings that always stay the same into a separate
811 file, while including it and only add those parts that really change)
814 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
817 * fixed bug in "InitMovingField()" where treating an integer array as
818 boolean caused wrong resetting of animations while elements are moving
819 * fixed problem with resetting animations when starting element change
822 * added sort priority for order of title screens and title messages
825 * changed end of game again: do not wait for the user to press a key
826 anymore, but directly ask/confirm tape saving and go to hall of fame
827 * re-enabled quitting of lost game by pressing space or return again
828 * added blanking of mouse pointer when displaying title screens
829 * added remaining menu draw offset definitions for info sub-screens
832 * added setup option to select game speed (from very slow to very fast)
833 * improved handling of title text messages (initial and for level set)
836 * added new options "auto-wrap" and "centered" for DC2 style envelopes
839 * fixed displaying and typing of player name when it is centered
840 * added special characters to be allowed for player name (not only A-Z)
843 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
844 (newer versions of the SDL library seem to not like this anymore)
847 * added code for configuration directives for control of game panel
850 * fixed small cosmetical bug with underlining property tabs in editor
853 * fixed small drawing bug in X11FadeRectangle
854 * added new elements for newly supported Diamond Caves II levels:
855 - EM/DC style exits that disappear after passing
856 - white key and gate (one white key needed for each white gate)
857 - fake gate (there is no key to open/pass this kind of gate!)
858 - extended magic wall which also handles pearls and crystals
862 * changed maximum value for endless loop detection to a higher value
863 (some levels really used very deep recursion without being endless)
866 * added new elements for newly supported Diamond Caves II levels:
867 - growing steel walls
868 - snappable land mine
871 * added new elements for newly supported Diamond Caves II levels:
872 - steel text elements
875 * added level file loader for native Diamond Caves II levels
878 * version number set to 3.2.4
881 * version 3.2.3 released
884 * fixed malloc/free bug when updating EMC artwork entries in level list
885 * added workaround (warning and request to quit the current game) when
886 changing elements cause endless recursion loop (which would otherwise
887 freeze the game, causing a crash-like program exit on some systems)
890 * fixed nasty string overflow bug when entering too long envelope text
893 * added feedback sounds for menu navigation "menu.item.activating" and
894 "menu.item.selecting" (for highlighting and executing menu entries)
897 * improved "no scrolling when relocating" to also consider scroll delay
898 (meaning that the player is not automatically centered in this case;
899 this makes it possible to "invisibly" relocate the player to a region
900 of the level playfield which looks the same as the old level region)
901 * fixed bug with not recognizing "main.input.name.align" when active
904 * fixed bug with displaying masked borders over title screens when
905 screen fading is disabled
908 * fixed infinite loop / crash bug when killing the player while having
909 a CE with the setting "kill player X when explosion of <player X>"
910 * added special editor graphic for "char_space" to distinguish it from
911 "empty_space" when editing a level (in-game graphics still the same)
914 * fixed nasty bug with initialization only done for the first player
917 * small change to handle loading empty element/content list micro chunks
920 * uploaded pre-release (test) version 3.2.3-0 binary and source code
923 * some optimizations on startup speed by reducing initial text output
926 * added caching of custom artwork information for faster startup times
929 * fixed graphical bug when using fewer menu entries on level selection
930 screen than usual (with "menu.list_size.LEVELS" directive)
931 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
932 the backbuffer to the backbuffer by error (with identical rectangle)
935 * fixed bug when displaying titlescreen with size less than element tile
936 * fixed bug that caused elements with "change when digging <e>" event
937 to change for _every_ digged element, not only those specified in <e>
938 * fixed bug that caused impact style collision when dropping element one
939 tile over the player that can both fall down and smash players
940 * fixed bug that caused impact style collision when element changed to
941 falling/smashing element over the player immediately after movement
944 * fixed bug that allowed making engine snapshots from the level editor
947 * fixed bugs with player name and current level positions on main screen
950 * added configuration directives for control of title screens:
951 - "title.fade_delay" for fading time
952 - "title.post_delay" for pause between screens (when not crossfading)
953 - "title.auto_delay" to automatically continue after some time
954 these settings can each be overridden by specifying them with titles:
955 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
956 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
957 fading mode can also be specified:
958 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
959 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
960 default is using normal fading for menues and initial title screens,
961 while using cross-fading for level set title screens
962 * fixed bug with background not drawn in Hall of Fame after game was won
965 * added configuration directives for the remaining main menu items
968 * added additional configuration directives for info screen draw offset:
969 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
970 * added additional configuration directives for preview info text
971 * limited mouse wheel sensitive screen area to scrollable screen area
974 * added highlighted menu text entries to menu navigation when selected
977 * fixed bug that prevented player from correctly being created in the
978 top left corner by a custom element change in a level without player
979 * fixed bug that prevented player from being killed when indestructible,
980 non-walkable element is placed on player position by extended change
981 * added configurable menu button, text and input positions to main menu
984 * added page fading effects for remaining info sub-screens
985 * fixed small bug that caused some delays when answering door request
988 * added directives "border.draw_masked.*" for menu/playfield area and
989 door areas to display overlapping/masked borders from "global.border"
992 * fixed bug with CE with move speed "not moving" not being animated
993 * when changing player artwork by CE action, reset animation frame
996 * fixed bug with not unmapping main menu screen gadgets on other screens
997 * fixed bug with un-pausing a paused game by releasing still pressed key
998 * fixed bug with not redrawing screen when toggling to/from fullscreen
999 mode while fast reloading tape (without redrawing playfield contents)
1000 * fixed bug with quick-saving tape snapshot despite answering with "no"
1003 * version number set to 3.2.3
1006 * version 3.2.2 released
1009 * fixed bug with redrawing screen in fullscreen mode after quick tape
1010 reloading when using the EMC game engine
1011 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
1014 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
1017 * added engine snapshot functionality for instant tape reloading (this
1018 only works for the last tape saved using "quick save", and does not
1019 work across program restarts, because it completely works in memory)
1022 * version number set to 3.2.2
1025 * version 3.2.1 released
1028 * fixed nasty bugs with handling error message file on Mac OS X systems
1031 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1034 * fixed bug that caused broken tapes when manually appending to tapes
1035 using the "pause before death" functionality, followed by recording
1036 * added setup option to disable fading of screens for faster testing
1039 * code cleanup of new fading functions
1042 * changed behaviour after solved game -- do not immediately stop engine
1043 * added some more smooth screen fadings (game start, hall of fame etc.)
1046 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1049 * added configurable level preview position, tile size and dimensions
1050 * added configurable game panel value positions (gems, time, score etc.)
1053 * fixed small bug with time displayed incorrectly when collecting CEs
1056 * fixed bug with bumpy scrolling with EM engine in double player mode
1059 * added compatibility code to fix "Snake Bite" style levels that were
1060 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1063 * fixed bug with scrollbars inside editor when using the Windows mouse
1064 enhancement tool "True X-Mouse" (which injects key events to the event
1065 queue to insert selected stuff into the Windows clipboard, which gets
1066 confused with the "Insert" key for jumping to the last editor cascade
1067 block in the element list)
1068 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1069 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1072 * added selection of preferred fullscreen mode to setup / graphics menu
1073 (useful if default mode 800 x 600 does not match screen aspect ratio)
1076 * improved down-scaling of images for better editor and preview graphics
1077 * changed user data directory for Mac OS X from Unix style to new place
1080 * improved level number selection in main menu and player selection in
1081 setup menu (input devices section) by using standard button gadgets
1082 * added support for mouse scroll wheel (caused buggy behaviour before)
1083 * added support for scrolling horizontal scrollbars with mouse wheel by
1084 holding "Shift" key pressed while scrolling the wheel
1085 * added support for single step mouse wheel scrolling by holding "Alt"
1086 key pressed while scrolling the wheel (can be combined with "Shift")
1087 * changed output file "stderr.txt" on Windows platform now always to be
1088 created in the R'n'D sub-directory of the personal documents directory
1089 * added Windows message box to direct to "stderr.txt" after error aborts
1092 * improved general scrollbar handling (when jump-scrolling scrollbars)
1095 * changed scrollbars to always show last line as first after scrolling
1096 (that means jumping n - 1 screen lines instead of n screen lines)
1099 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1100 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1101 * fixed special handling of vertically stacked acid becoming fake acid
1104 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1105 affect multiple instances of the same CE, although this kind of
1106 change condition usually only affects one single custom element
1109 * version number set to 3.2.1
1112 * version 3.2.0 released
1115 * reorganized level editor element list a bit to match engines better
1118 * fixed newly introduced bug with wrongly initializing clipboard element
1121 * fixed bug with displaying visible/invisible level border in editor
1124 * reorganized some elements in the level editor element list
1127 * fixed bug with displaying any player as "yellow" when moving into acid
1128 * fixed bug with displaying running player when player stopped at border
1131 * fixed bug with player exploding when moving into acid
1132 * fixed bug with level settings being reset in editor and when playing
1133 (some compatibility settings being set not only after level loading)
1134 * fixed crash bug when number of custom graphic frames was set to zero
1135 * fixed bug with teleporting player on walkable tile not working anymore
1136 * added partial compatibility support for pre-release-only "CONF" chunk
1137 (to make Alan Bond's "color cycle" demo work again :-) )
1140 * fixed some bugs when displaying title screens from info screen menu
1141 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1144 * changed file major version to 3 to reflect level file format changes
1145 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1148 * added new chunk "NAME" to level file format for level name settings
1149 * added new chunk "NOTE" to level file format for envelope settings
1150 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1151 * updated magic(5) file to recognize changed and new level file chunks
1152 * removed change events "change when CE value/score changes" as unneeded
1155 * changed gravity (which only affects the player) from level property
1156 to player property (only makes a difference in multi-player levels)
1157 * added change events "change when CE value/score changes"
1158 * added change events "change when CE value/score changes of <element>"
1161 * added new chunk "INFO" to level file format for global level settings
1162 * added all element settings from "HEAD" chunk to "CONF" chunk
1163 * added all global level settings from "HEAD" chunk to "INFO" chunk
1166 * changed level file format by adding two new chunks "CUSX" (for custom
1167 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1168 elements, replacing the previous "GRP1" chunk); these new IFF style
1169 chunks use the new and flexible "micro chunks inside chunks" technique
1170 already used with the new "CONF" chunk (for normal element properties)
1171 which makes it possible to easily extend the existing level format
1172 (instead of using fixed-length chunks like before, which are either
1173 too big due to reserved bytes for future use, or too small when those
1174 reserved bytes have all been used and even more data should be stored,
1175 requiring the replacement by new and larger chunks just like it went
1176 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1179 * added credits pages to the "credits" section that were really missing
1180 * added some missing element descriptions to the level editor
1181 * added down position of switchgate switch to the level editor
1182 and allowed the use of both switch positions at the same time
1183 * changed use of "Insert" and "Delete" keys to navigate element list in
1184 level editor to start of previous or next cascading block of elements
1187 * added the possibility to view the title screen to the info screen menu
1188 * fixed some minor bugs with viewing title screens
1191 * fixed bug with title (cross)fading in/out when using fullscreen mode
1194 * fixed bug that forced re-defining of menu settings in local graphics
1195 config file which are already defined in existing base config file
1196 * fixed small bug that caused door sounds playing when music is enabled
1199 * added the possibility to define up to five title screens for each
1200 level set that are displayed after loading using (cross)fading in/out
1201 (this was added to display the various start images of the EMC sets)
1204 * added "CE score gets zero [of]" to custom element trigger conditions
1205 * added setup option to display element token name in level editor
1208 * added compatibility code for Juergen Bonhagen's menu artwork settings
1211 * fixed bug with displaying wrong animation frame 0 after CE changes
1212 * fixed bug with creating invisible elements when light switch is on
1215 * added selection between ECS and AGA graphics for EMC levels to setup
1218 * adjusted font handling for various narrow EMC style fonts
1221 * changed EM engine behaviour back to re-allow initial rolling springs
1224 * fixed handling of over-large selectboxes (less error-prone now)
1225 * fixed bug when creating GE with walkable element under the player
1228 * added use of "Insert" and "Delete" keys to navigate element list in
1229 level editor to start of custom elements or start of group elements
1230 * added virtual elements to access CE value and CE score of elements:
1231 - "CE value of triggering element"
1232 - "CE score of triggering element"
1233 - "CE value of current element"
1234 - "CE score of current element"
1237 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1240 * changed behaviour of network games with internal errors (because of
1241 different client frame counters) from immediately terminating R'n'D
1242 to displaying an error message requester and stopping only the game
1243 (also to prevent impression of crashes under non command-line runs)
1244 * fixed playing network games with the EMC engine (did not work before)
1245 * fixed bug with not scrolling the screen in multi-player mode with the
1246 focus on player 1 when all players are moving in different directions
1247 * fixed bug with keeping pointer to gadget even after its deallocation
1248 * fixed bug with allowing "focus on all players" in network games
1249 * fixed bug with player focus when playing tapes from network games
1252 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1255 * code cleanup for game action control for R'n'D and EMC game engine
1258 * fixed bug in multi-player movement with focus on both players
1259 * added option to control only the focussed player with all input
1262 * added player focus switching to level tape recording and re-playing
1265 * fixed some bugs in player focus switching in EMC and RND game engine
1268 * added special Supaplex animations for Murphy digging and snapping
1269 * added special Supaplex animations for Murphy being bored and sleeping
1272 * added four new yam yams with explicit start direction for EMC engine
1273 * fixed bug in src/libgame/text.c with printing text outside the window
1276 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1279 * added delayed ignition of EM style dynamite when used in R'n'D engine
1280 * added limited movement range to EMC engine when focus on all players
1283 * fixed bug with missing (zero) score values for native Supaplex levels
1286 * added "continuous snapping" (snapping many elements while holding the
1287 snap key pressed, without releasing the snap key after each element)
1288 as a new player setting for more compatibility with the classic games
1291 * finished scrolling for "focus on all players" in EMC graphics engine
1294 * level sets with "levels: 0" are ignored for levels, but not artwork
1295 * fixed bug when scanning empty level group directories (endless loop)
1298 * fixed bug with explosion graphic for player using "Murphy" graphic
1299 * fixed bug with explosion graphic if player leaves explosion in time
1300 * changed some descriptive text in setup menu to use medium-width font
1301 * added key shortcut settings for switching player focus to setup menu
1304 * fixed bug with random value initialization when recording tapes
1305 * fixed bug with playing single player tapes when team mode activated
1308 * fixed little bug when trying to switch to player that does not exist
1311 * added player switching (visual and quick) to R'n'D and EM game engine
1312 * added setup option to select visual or quick in-game player switching
1315 * added use of "Home" and "End" keys to handle element list in editor
1318 * fixed bug with adding score when playing tape with EMC game engine
1319 * added steel wall border for levels using EMC engine without border
1320 * finally fixed delayed scrolling in EMC engine also for small levels
1323 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1326 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1327 * fixed bug when displaying info element without action, but direction
1330 * fixed minor graphical problems with springs smashing and slurping
1331 (when using R'n'D style graphics instead of EMC style graphics)
1334 * added scroll delay (as configured in setup) to EMC graphics engine
1337 * improved screen redraw for EMC graphics engine (faster and smoother)
1338 * when not scrolling, do not redraw the whole playfield if not needed
1341 * added multi-player mode for EMC game engine (with up to four players)
1344 * added android (can clone elements) from EMC engine to R'n'D engine
1347 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1350 * added selectbox for initial player speed to player settings in editor
1353 * version 3.1.2 created that is basically version 3.1.1, but with a
1354 major bug fixed that prevented editing your own private levels
1355 * version 3.1.2 released
1358 * added magic ball (creates elements) from EMC engine to R'n'D engine
1361 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1364 * fixed bug when using "CE can leave behind <trigger element>"
1365 * added new change condition "(after/when) creation of <element>"
1366 * added new change condition "(after/when) digging <element>"
1367 * fixed bug accessing invalid gadget that caused crashes under Windows
1368 * deactivated new possibility for multiple CE changes per frame
1371 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1374 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1375 * fixed bug with not keeping CE value for moving CEs with only action
1376 * changed CE action selectboxes in editor to be only reset when needed
1379 * added option "use artwork from element" for custom player artwork
1380 * added option "use explosion from element" for player explosions
1383 * added cascaded element lists in the level editor
1384 * added persistence for cascaded element lists by "editorcascade.conf"
1385 * added dynamic element list with all elements used in current level
1386 * added possibility for multiple CE changes per frame (experimental)
1389 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1392 * changed "score for each 10 seconds/steps left" to "1 second/step"
1393 * added own score for collecting "extra time" instead of sharing it
1394 * added change events "switched by player" and "player switches <e>"
1395 * added change events "snapped by player" and "player snaps <e>"
1396 * added "set player artwork: <element choice>" to CE action options
1397 * added change event "move of <element>"
1400 * added "set player shield: off / normal / deadly" to CE action options
1401 * added new player option "use level start element" in level editor
1402 to set the correct focus at level start to elements from which the
1403 player is created later (this did not work before for cascaded CE
1404 changes resulting in creation of the player; it is now also possible
1405 to create the player from a yam yam which is smashed at level start)
1408 * added "set player speed: frozen (not moving)" to CE action options
1409 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1412 * added new player option "block snap field" (enabled by default) to
1413 make it possible to show a snapping animation like in Emerald Mine
1416 * added dynamic selectboxes to custom element action settings in editor
1417 * added "CE value" counter for custom elements (instead of "CE count")
1418 * added option to use the last "CE value" after custom element change
1419 * added option to use the "CE value" of other elements in CE actions
1420 * fixed odd behaviour when pressing time orb in levels w/o time limit
1421 * added checkbox "use time orb bug" for older levels that use this bug
1424 * added missing configuration settings for the following elements:
1425 - EL_TIMEGATE_SWITCH (time of open time gate)
1426 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1427 - EL_SHIELD_NORMAL (time of shield duration)
1428 - EL_SHIELD_DEADLY (time of shield duration)
1429 - EL_EXTRA_TIME (time added to level time)
1430 - EL_TIME_ORB_FULL (time added to level time)
1433 * added "wind direction" as a movement pattern for custom elements
1434 * added initial wind direction for balloon / custom elements to editor
1435 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1438 * added parameters for "game of life" and "biomaze" elements to editor
1441 * added level file chunk "CONF" for generic level and element settings
1444 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1447 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1448 * added sound action ".page[1]" to ".page[32]" for each CE change page
1451 * added image config suffix ".clone_from" to copy whole image settings
1452 * fixed bug with invalid ("undefined") CE settings in old level files
1455 * fixed graphical bug with smashing elements falling faster than player
1458 * fixed major bug which prevented private levels from being edited
1459 * fixed bug with precedence of general and special font definitions
1462 * fixed graphical bug with player animation when player moves slowly
1465 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1468 * fixed bug which prevented "global.num_toons: 0" from working
1471 * major code cleanup (removed all these annoying "#if 0" blocks)
1474 * added custom element actions for CE change page in level editor
1477 * fixed music initialization bug in init.c (thanks to David Binderman)
1478 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1479 (this bug must probably be fixed at other places, too)
1482 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1483 (should be '#include <SDL.h>' instead)
1486 * fixed bug which prevented "walkable from no direction" from working
1487 (due to compatibility code overwriting this setting after loading)
1490 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1493 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1494 * version 3.1.1 released
1497 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1498 on 64-bit architecture systems with LP64 data model
1501 * fixed bug with bombs not exploding when hitting the last level line
1502 (introduced after the release of 3.1.0)
1505 * added support for dumping small-sized level sketches from editor
1508 * added recognition of "trigger element" for "change digged element to"
1509 (this is not really what the "trigger element" was made for, but its
1510 use may seem obvious for leaving back digged elements unchanged)
1513 * fixed multiple warnings about failed joystick device initialization
1516 * fixed bug with dynamite dropped on top of just dropped custom element
1517 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1518 dynamite can still be dropped, but drop key must be released before
1521 * fixed bug with wrong start directory when started from file browser
1522 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1525 * fixed bug causing "change when impact" on player not working
1526 * fixed wrong priority of "hitting something" over "hitting <element>"
1527 * fixed wrong priority of "hit by something" over "hit by <element>"
1530 * fixed graphical bug which caused the player (being Murphy) to show
1531 collecting animations although the element was collected by penguin
1534 * fixed two bugs causing wrong door background graphics in system.c
1535 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1538 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1539 * added "no direction" to "walkable/passable from" selectbox options
1542 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1543 * in tape autoplay, not only report broken, but also missing tapes
1546 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1549 * fixed small bug with "linear" animation not working for active lamp
1552 * fixed bug with moving up despite gravity due to "block last field"
1553 * fixed small bug with wrong draw offset when typing name in main menu
1554 * when reading user names from "passwd", ignore data after first comma
1555 * when creating new "levelinfo.conf", only write some selected entries
1558 * fixed displaying "imported from/by" on preview with empty string
1559 * fixed ignoring draw offset for fonts used for level preview texts
1562 * fixed a delay problem with SDL and too many mouse motion events
1563 * added setup option "skip levels" and level skipping functionality
1566 * added move speed "not moving" for non-moving CEs, but with direction
1569 * fixed mapping of obsolete element token names in "editorsetup.conf"
1570 * fixed bug with sound "acid.splashing" treated as a loop sound
1571 * fixed some little sound bugs in native EM engine
1574 * fixed small bug when dragging scrollbars to end positions
1577 * added editor element descriptions written by Aaron Davidson
1580 * improved fallback handling when configured artwork is not available
1581 (now using default artwork instead of exiting when files not found)
1584 * fixed bug on level selection screen when dragging scrollbar
1587 * fixed bug which caused broken tapes when appending to EM engine tapes
1590 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1593 * added code to replace changed artwork config tokens with other tokens
1594 (needed for backwards compatibility, so that older tokens still work)
1597 * added native R'n'D graphics for some new EMC elements in EM engine
1600 * fixed some bugs in the EM engine integration code
1601 * changed EM engine code to allow diagonal movement
1602 * changed EM engine code to allow use of separate snap and drop keys
1605 * fixed some redraw bugs when using EM engine
1608 * fixed bug with not converting RND levels which are set to use native
1609 engine to native level structure when loading
1612 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1615 * version number set to 3.2.0
1618 * level data now reset to defaults after attempt to load invalid file
1621 * added use of "editorsetup.conf" for different level sets
1624 * added auto-detection for various types of Emerald Mine level files
1627 * fixed bug with scrollbars getting too small when list is very large
1630 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1633 * added most level editor configuration gadgets for new EMC elements
1636 * added more element and graphic definitions for new EMC elements
1639 * modified native EM engine to use integrated R'n'D sound system
1642 * added SDL support to graphics functions in native EM engine
1643 (by always using generic libgame interface functions)
1646 * fixed bug in frame synchronization in native EM engine
1649 * added code to convert levels between R'n'D and native EM engine
1652 * new Emerald Mine engine can now play levels selected in main menu
1655 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1656 (which creates scaled down graphics for level editor and preview);
1657 there's still a memory leak somewhere in the artwork handling code
1658 * added "scale image up" functionality to X11 version of zoom function
1661 * first attempts to integrate new, native Emerald Mine Club engine
1664 * fixed bug in gadget code which caused reset of CEs in level editor
1665 (example: pressing 'b' [grab brush] on CE config page erased values)
1666 (solution: check if gadgets in ClickOnGadget() are really mapped)
1667 * improved level change detection in editor (settings now also checked)
1668 * fixed bug with "can move into acid" and "don't collide with" state
1671 * fixed maze runner style CEs to use the configured move delay value
1674 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1677 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1678 * fixed the above fix because it broke level set "machine" (*sigh*)
1679 * fixed random element placement in level editor to work as expected
1680 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1683 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1686 * fixed bug (missing array boundary check) which caused broken tapes
1687 * fixed bug (when loading level template) which caused broken levels
1688 * fixed bug with new block last field code when using non-yellow player
1691 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1692 * internal change of how the player blocks the last field when moving
1693 * fixed blocking delay of last field for EM and SP style block delay
1694 * fixed bug where the player had to wait for the usual move delay after
1695 unsuccessfully trying to move, when he directly could move after that
1696 * the last two changes should make original Supaplex level 93 solvable
1697 * improved use of random number generator to make it less predictable
1698 * fixed behaviour of slippery SP elements to let slip left, then right
1701 * fixed bug with wrong door state after trying to quickload empty tape
1702 * fixed waste of static memory usage of the binary, making it smaller
1703 * fixed very little graphical bug in Supaplex explosion
1706 * version number set to 3.1.1
1709 * version 3.1.0 released
1712 * fixed bug with crash when writing user levelinfo.conf the first time
1715 * added option "convert LEVELDIR [NR]" to command line batch commands
1716 * re-converted Supaplex levels to apply latest engine fixes
1717 * changed "use graphic/sound of element" to "use graphic of element"
1718 due to compatibility problems with some levels ("bug machine" etc.)
1721 * fixed bug with CE change replacing player with same or other player
1724 * fixed bug with opaque font in envelope with background graphic when
1725 background graphic is not transparent itself
1728 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1729 * corrected original Supaplex level loading code to use these new ports
1730 * also corrected Supaplex loader to auto-count infotrons if set to zero
1733 * fixed bug with missing initialization of "modified" flag for GEs
1736 * fixed bug that caused endless recursion loop when relocating player
1737 * fixed tape recorder bug in "step mode" when using "pause before end"
1738 * fixed tape recorder bug when changing from "warp forward" mode
1741 * fixed bug with "when touching" for pushed elements at last position
1744 * fixed bug that caused two activated toolbox buttons in level editor
1745 * fixed bug with exploding dynabomb under player due to other explosion
1748 * fixed bug with creating walkable custom element under player (again)
1749 * fixed bug with not copying explosion type when copying CEs in editor
1750 * fixed graphical bug when drawing player in setup menu (input devices)
1751 * fixed graphical bug when the player is pushing an accessible element
1752 * fixed bug with classic switchable elements triggering CE changes
1753 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1754 * fixed crash bug when CE leaves behind the trigger player element
1757 * fixed bug with broken tubes after placing/exploding dynamite in them
1758 * fixed bug with exploding dynamite under player due to other explosion
1759 * fixed bug with not resetting push delay under certain circumstances
1762 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1763 * added network multiplayer code for Windows (thanks to Niko Böhm)
1766 * added option "reachable despite gravity" for gravity movement
1767 * changed gravity movement of most classic walkable and passable
1768 elements back to "not reachable" (for compatibility reasons)
1771 * fixed (removed) "indestructible" / "can explode" dependency in editor
1772 * fixed (removed) "accessible inside" / "protected" dependency
1773 * fixed (removed) "step mode" / "shield time" dependency
1776 * fixed dynabombs exploding now into anything diggable
1777 * fixed Supaplex style gravity movement into buggy base now impossible
1778 * added pressing key "space" as valid action to select menu options
1781 * added "replace when walkable" to relocate player to walkable element
1782 * added "enter"/"leave" event for elements affected by relocation
1783 * fixed "direct"/"indirect" change order also for "when change" event
1784 * fixed graphical bug when pushing things from elements walkable inside
1787 * fixed graphic bug when player is snapping while moving in old levels
1788 * fixed bug when a moving custom element leaves a player element behind
1789 * fixed bug with mole not disappearing when moving into acid pool
1790 * fixed bug with incomplete path setting when using "--basepath" option
1791 * moving CE can now leave walkable elements behind under the player
1792 * when relocating, player can be set on walkable element now
1793 * fixed another gravity movement bug
1796 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1799 * added "collectible" and "removable" to extended replacement types
1800 (where "removable" replaces "diggable" and "collectible" elements)
1801 * added "collectible & throwable" (to throw element to the next field)
1802 * fixed bug with CEs digging elements that are just about to explode
1803 * changed mouse cursor now always being visible when game is paused
1806 * added possibility to push/press accessible elements from a side that
1808 * fixed bug with not setting actual date when appending to tape
1811 * fixed bug with incorrectly initialized custom element editor graphics
1814 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1815 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1818 * fixed bug with destroyed robot wheel still attracting robots forever
1819 * fixed bug with time gate switch deactivating after robot wheel time
1820 (while the time gate itself is not affected by this misbehaviour)
1821 * changed behaviour of BD style amoeba to always get blocked by player
1822 (before it was different when there were non-BD elements in level)
1823 * fixed bug with player destroying indestructable elements with shield
1826 * added option to make growing elements grow into anything diggable
1827 (for the various amoeba types, biomaze and "game of life")
1830 * fixed bug with movable elements not moving after left behind by CEs
1831 * changed gravity movement to anything diggable, not only sand/base
1832 * optionally allowing passing to walkable element, not only empty space
1833 * added option "can pass to walkable element" for players
1834 * finally fixed gravity movement (hopefully)
1837 * fixed bug with movable elements not moving anymore after falling down
1840 * fixed another bug with custom elements digging and leaving elements
1841 * fixed bug with "along left/right side" and automatic start direction
1842 * trigger elements now also displayed when "more custom" deactivated
1843 * fixed bug with clipboard element initialized when loading new level
1844 * added option "drop delay" to set delay before dropping next element
1847 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1850 * added copy and paste functions for custom change pages
1851 * enhanced graphical display and functionality of tape recorder
1852 * fixed bug with custom elements digging and leaving elements
1855 * added move speed faster than "very fast" for custom elements
1856 * fixed bug with 3+3 style explosions and missing border content
1857 * fixed little bug when copying custom elements in the editor
1858 * enhanced custom element changes by more side trigger actions
1861 * added option "no scrolling when relocating" for instant teleporting
1862 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1865 * added trigger element and trigger player to use as target elements
1866 * added copy and paste functions for custom and group elements
1869 * fixed graphical bug when displaying explosion animations
1870 * fixed bug when appending to tapes, resulting in broken tapes
1871 * re-recorded a few tapes broken by fixing gravity checking bug
1874 * "can move into acid" property now for all elements independently
1875 * "can fall into acid" property for player stored in same bitfield now
1876 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1877 * version number set to 3.1.0 (finally!)
1880 * changed tape recording to only record input, not programmed actions
1883 * fixed totally broken (every 8th frame skipped) step-by-step recording
1884 * fixed bug with requester not displayed when quick-loading interrupted
1885 * added option "can fall into acid (with gravity)" for players
1886 * fixed bug with player not falling when snapping down with gravity
1889 * fixed bug which messed up key config when using keypad number keys
1892 * fixed bug which allowed moving upwards even when gravity was active
1893 * fixed bug with missing error handling when dumping levels or tapes
1896 * added different colored editor graphics for Supaplex gravity tubes
1899 * fixed bug that allowed solvable tapes for unsolvable levels
1902 * use unlimited number of droppable elements when "count" set to zero
1903 * added option to use step limit instead of time limit for level
1906 * added player and change page as trigger for custom element change
1909 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1912 * fixed bug with dark yamyam changing to acid when moving over acid
1913 * fixed handling of levels with more than 999 seconds level time
1914 (example: level 76 of "Denmine")
1917 * "spring push bug" reintroduced as configurable element property
1918 * fixed bug with missing properties for "mole"
1919 * fixed bug that showed up when fixing the above "mole" properties bug
1920 * added option "can move into acid" for all movable elements
1921 * fixed graphical bug for elements moving into acid
1922 * changed event handling to handle all pending events before going on
1925 * fixed bug which caused all CE change pages to be ignored which had
1926 the same change event, but used a different element side
1927 (reported by Simon Forsberg)
1929 * fixed bug which caused elements that can move and fall and that are
1930 transported by a conveyor belt to continue moving into that direction
1931 after leaving the conveyor belt, regardless of their own movement
1932 type; only elements which can not move are transported now
1933 (reported by Simon Forsberg)
1935 * fixed bug which could cause an array overflow in RelocatePlayer()
1936 (reported by Niko Böhm)
1938 * changed Emerald Mine style "passable / over" elements to "protected"
1939 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1941 * added new option to select from which side a "walkable/passable"
1942 element can be entered
1945 * added explosion and ignition delay for elements that can explode
1948 * fixed bug which caused player not being protected against enemies
1949 when a CE was "walkable / inside" and was not "indestructible"
1950 * added "walkable/passable" fields to be "protected/unprotected"
1951 against enemies, even if not accessible "inside" but "over/under"
1954 * corrected move pattern to 32 bit and initial move direction to 8 bit
1957 * added second custom element base configuration page
1960 * added some special EMC mappings to Emerald Mine level loader
1961 (also covering previously unknown element in level 0 of "Bondmine 8")
1964 * added option to block last field when player is moving (for Supaplex)
1965 * adjusted push delay of Supaplex elements
1966 * removed delays for envelopes etc. when replaying with maximum speed
1967 * fixed bug when dropping element on a field that just changed to empty
1970 * fixed bug: infotrons can now smash yellow disks
1971 * fixed bug: when gravity active, port above player can now be entered
1972 * removed "one white dot" mouse pointer which irritated some people
1975 * added "choice type" for group element selection
1978 * fixed bug with initial invulnerability of non-yellow player
1981 * added level loader for loading native Supaplex packed levels
1982 (including multi-part levels like the "splvls99" levels)
1985 * fixed bug which allowed creating emeralds by escaping explosions
1988 * custom elements can change (limited) or leave (unlimited) elements
1989 * finally added multiple matches using group elements
1990 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1993 * added new start movement type "previous" for continued CE movement
1994 * added new start movement type "random" for random CE movement start
1997 * added new element "sokoban_field_player" needed for Sokoban levels
1998 (thanks to Ed Booker for pointing this out!)
2001 * added elements that can be digged or left behind by custom elements
2004 * added group elements for multiple matches and random element creation
2007 * fixed some graphical errors displayed in old levels
2010 * fixed wrong double speed movement after passing closing gates
2013 * added level loader for loading native Emerald Mine levels
2016 * changes for "shooting" style CE movement
2019 * Happy New Year! ;-)
2022 * changed default snap/drop keys from left/right Shift to Control keys
2025 * fixed bug with dead player getting reanimated from custom element
2028 * fixed bug with wrong penguin graphics (when entering exit)
2031 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2034 * version number set to 3.0.9
2037 * version 3.0.8 released
2040 * added function checked_free()
2043 * fixed bug with double nut cracking sound
2044 (by eliminating "default element action sound" assignment in init.c)
2047 * fixed crash when no music info files are available
2050 * fixed boring and sleeping sounds
2053 * added "maze runner" and "maze hunter" movement types
2054 * added extended collision conditions for custom elements
2057 * added warnings for undefined token values in artwork config files
2060 * added menu entry for level set information to the info screen
2063 * fixed bug with wrong default impact sound for colored emeralds
2066 * added several sub-screens for the info screen
2067 * menu text now also clickable (not only blue/red sphere left of it)
2070 * added configurable "bored" and "sleeping" animations for the player
2071 * added "awakening" sound for player when waking up after sleeping
2074 * added "copy" and "exchange" functions for custom elements to editor
2077 * added configurable element animations for info screen
2080 * added configurable music credits for info screen
2083 * finally fixed tape recording when player is created from CE change
2086 * added "editorsetup.conf" for editor element list configuration
2089 * added "musicinfo.conf" for menu and level music configuration
2092 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2093 (that only showed up on Linux, but not on Windows systems)
2096 * fixed turning movement of butterflies and fireflies (no frame reset)
2097 * enhanced sniksnak turning movement (two steps instead of only one)
2100 * version number set to 3.0.8
2103 * version 3.0.7 released
2106 * fixed reset of player animation frame when, for example,
2107 walking, digging or collecting share the same animation
2108 * fixed CE with "deadly when touching" exploding when touching amoeba
2111 * fixed tape recording when player is created from CE element change
2114 * introduced "turning..." action graphic for elements with move delay
2115 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2116 * added turning animations for bug, spaceship and sniksnak
2119 * prevent "extended" changed elements from delay change in same frame
2122 * fixed bug when pushing element that can move away to the side
2123 (like pushing falling elements, but now with moving elements)
2126 * finally fixed serious bug in code for delayed element pushing (again)
2129 * unavailable setup options now marked as "n/a" instead of "off"
2130 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2131 to "true", levels are always played with the latest game engine,
2132 which is desired for levels that are imported from other games; all
2133 other levels are played with the engine version stored in level file
2134 (which is normally the engine version the level was created with)
2137 * fixed serious bug in code for delayed element pushing
2138 * fixed little bug in animation frame selection for pushed elements
2139 * speed-up of reading config file for verbose output
2142 * added configuration option for opening and closing Supaplex exit
2143 * added configuration option for moving up/down animation for Murphy
2144 * fixed incorrectly displayed animation for attacking dragon
2145 * fixed bug with not setting initial gravity for each new game
2146 * fixed bug with teleportation of player by custom element change
2147 * fixed bug with player not getting smashed by rock sometimes
2150 * version number set to 3.0.7
2153 * version 3.0.6 released
2156 * added support for MP3 music for SDL version through SMPEG library
2159 * fixed bug when initializing font graphic structure
2160 * fixed bug with animation mode "pingpong" when using only 1 frame
2161 * fixed bug with extended change target introduced in 3.0.5
2162 * fixed bug where passing over moving element doubles player speed
2163 * fixed bug with elements continuing to move into push direction
2164 * fixed bug with duplicated player when dropping bomb with shield on
2165 * added "switching" event for custom elements ("pressing" only once)
2166 * fixed switching bug (resetting flag when not switching but not idle)
2169 * fixed element tokens for certain file elements with ".active" etc.
2172 * version number set to 3.0.6
2175 * version 3.0.5 released
2178 * now four envelope elements available
2179 * font, background, animation and sound for envelope now configurable
2180 * main menu doors opening/closing animation type now configurable
2183 * active/inactive sides configurable for custom element changes
2184 * new movement type "move when pushed" available for custom elements
2187 * fixed bug in multiple config pages loader code that caused crashes
2190 * enhanced (remaining low-resolution) Supaplex graphics
2193 * version number set to 3.0.5
2196 * version 3.0.4 released
2198 2003-09-12 src/tools.c
2199 * fixed bug in custom definition of crumbled element graphics
2201 2003-09-11 src/files.c
2202 * fixed bug in multiple config pages code that caused crashes
2205 * version number set to 3.0.4
2208 * version 3.0.3 released
2211 * added music to Supaplex classic level set
2213 2003-09-07 src/libgame/misc.c
2214 * added support for loading various music formats through SDL_mixer
2216 2003-09-06 (various source files)
2217 * fixed several nasty bugs that may have caused crashes on some systems
2218 * added envelope content which gets displayed when collecting envelope
2219 * added multiple change event pages for custom elements
2221 2003-08-24 src/game.c
2222 * fixed problem with player animation when snapping and moving
2224 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2225 * fixed problem with flickering when drawing toon animations
2227 2003-08-23 src/libgame/sdl.c
2228 * fixed problem with setting mouse cursor in SDL version in fullscreen
2230 2003-08-23 src/game.c
2231 * fixed bug (missing array boundary check) which could crash the game
2234 * version number set to 3.0.3
2237 * version 3.0.2 released
2239 2003-08-21 src/game.c
2240 * fixed bug with creating inaccessible elements at player position
2242 2003-08-20 src/init.c
2243 * fixed bug with not finding current level artwork directory
2245 2003-08-20 src/files.c
2246 * fixed bug with choosing wrong engine version when playing tapes
2247 * fixed bug with messing up custom element properties in 3.0.0 levels
2250 * version number set to 3.0.2
2253 * version 3.0.1 released
2255 2003-08-17 (no source files affected)
2256 * changed all "classic" PCX image files with 16 colors or less to
2257 256 color (8 bit) storage format, because the Allegro game library
2258 cannot handle PCX files with less than 256 colors (contributed
2259 graphics are not affected and might look wrong in the DOS version)
2261 2003-08-16 src/init.c
2262 * fixed bug which (for example) crashed the level editor when defining
2263 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2264 (only set to default) -- invalid graphics now set to default graphic
2266 2003-08-16 src/init.c
2267 * fixed graphical bug of player digging/collecting/snapping element
2268 when no corresponding graphic/animation is defined for this action,
2269 resulting in player being drawn as EL_EMPTY (which should only be
2270 done to elements being collected, but not to the player)
2272 2003-08-16 src/game.c
2273 * fixed small graphical bug of player not totally moving into exit
2275 2003-08-16 src/libgame/setup.c
2276 * fixed bug with wrong MS-DOS 8.3 filename conversion
2278 2003-08-16 src/tools.c
2279 * fixed bug with invisible mouse cursor when pressing ESC while playing
2281 2003-08-16 (various source files)
2282 * added another 128 custom elements (disabled in editor by default)
2284 2003-08-16 src/editor.c
2285 * fixed NULL string bug causing Solaris to crash in sprintf()
2287 2003-08-16 src/screen.c
2288 * fixed drawing over scrollbar on level selection with custom fonts
2290 2003-08-15 src/game.c
2291 * cleanup of simple sounds / loop sounds / music settings
2293 2003-08-08 (various source files)
2294 * added custom element property for dropping collected elements
2296 2003-08-08 src/conf_gfx.c
2297 * fixed bug with missing graphic for active red disk bomb
2299 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2300 * extended variable "level.gravity" to "level.initial_gravity" and
2301 "game.current_gravity" to prevent level setting from being changed
2302 by playing the level (keeping the runtime value after playing)
2304 * fixed graphics bug when digging element that has 'crumbled' graphic
2305 definition, but not 'diggable' graphic definition
2308 * version number set to 3.0.1
2311 * version 3.0.0 released
2314 * various bug fixes; among others:
2315 - fixed bug with pushing spring over empty space
2316 - fixed bug with leaving tube while placing dynamite
2317 - fixed bug with explosion of smashed penguins
2318 - allow Murphy player graphic in levels with non-Supaplex elements
2322 * I have forgotten to document changes for some time
2325 * pre-release version 2.2.0rc1 released
2328 * version number set to 2.1.2
2331 * version 2.1.1 released
2334 * version number set to 2.1.1
2337 * version 2.1.0 released
2340 * version number set to 2.1.0
2342 2002-04-03 to 2002-05-19 (various source files)
2343 * graphics, sounds and music now fully configurable
2344 * bug fixed that prevented walking through tubes when gravity on
2346 2002-04-02 src/events.c, src/editor.c
2347 * Make Escape key less aggressive when playing or when editing level.
2348 This can be configured as an option in the setup menu. (Default is
2349 "less aggressive" which means "ask user if something can be lost"
2350 when pressing the Escape key.)
2352 2002-04-02 src/screen.c
2353 * Added "graphics setup" screen.
2355 2002-04-01 src/screen.c
2356 * Changed "choose level" setup screen stuff to be more generic (to
2357 make it easier to add more "choose from generic tree" setup screens).
2359 2002-04-01 src/config.c, src/timestamp.h
2360 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2361 automatically gets created by "src/Makefile" and contains an actual
2362 compile-time timestamp to identify development versions of the game).
2364 2002-03-31 src/tape.c, src/events.c
2365 * Added quick game/tape save/load functions to tape stuff which can be
2366 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2367 loads previously recorded tape and directly goes into recording mode
2368 from the end of the tape (therefore appending to the tape).
2370 2002-03-31 src/tape.c
2371 * Added "index mark" function to tape recorder. When playing or
2372 recording, "eject" button changes to "index" button. Setting index
2373 mark is not yet implemented, but pressing index button when playing
2374 allows very quick advancing to end of tape (when normal playing),
2375 very fast forward mode (when playing with normal fast forward) or
2376 very fast reaching of "pause before end of tape" (when playing with
2377 "pause before end" playing mode).
2379 2002-03-30 src/cartoons.c
2380 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2382 2002-03-29 src/screen.c
2383 * Changed setup screen stuff to be more generic (to make it easier
2384 to add more setup screens).
2386 2002-03-23 src/main.c, src/main.h
2387 * Various changes due to the introduction of the new libgame files
2388 "setup.c" and "joystick.c".
2390 2002-03-23 src/files.c
2391 * Generic parts of "src/files.c" (mainly setup and level directory
2392 stuff) moved to new libgame file "src/libgame/setup.c".
2394 2002-03-23 src/joystick.c
2395 * File "src/joystick.c" moved to libgame source tree, with
2396 correspondig changes.
2398 2002-03-22 src/screens.c
2399 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2400 (Wrong level series information displayed when entering main group.)
2402 2002-03-22 src/editor.c
2403 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2405 2002-03-22 src/editor.c
2406 * Changed behaviour of "Escape" key in level editor to be more
2407 intuitive: When in "Element Properties" or "Level Info" mode,
2408 return to "Drawing Mode" instead of leaving the level editor.
2410 2002-03-21 src/game.c, src/editor.c, src/files.c
2411 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2412 gems (emeralds, diamonds, ...) slipping down from normal wall,
2413 steel wall and growing wall (as in E.M.C. style levels). Although
2414 the behaviour of contributed and private levels wasn't changed (due
2415 to the use of "level.game_version"; see previous entry), editing
2416 those levels will (of course) change the behaviour accordingly.
2418 This change seems a bit too hard after thinking about it, because
2419 the EM style behaviour is not the "expected" behaviour (gems would
2420 normally only slip down from "rounded" walls). Therefore this was
2421 now changed to an element property for gem style elements, with the
2422 default setting "off" (which means: no special EM style behaviour).
2423 To fix older converted levels, this flag is set to "on" for pre-2.0
2424 levels that are neither contributed nor private levels.
2426 2002-03-20 src/files.h
2427 * Corrected settings for "level.game_version" depending of level type.
2428 (Contributed and private levels always get played with game engine
2429 version they were created with, while converted levels always get
2430 played with the most recent version of the game engine, to let new
2431 corrections of the emulation behaviour take effect.)
2433 2002-03-20 src/main.h
2434 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2435 compiling the SDL version on some systems.
2436 Thanks to the several people who pointed this out.
2439 * Version number set to 2.0.2.
2442 * Version 2.0.1 released.
2444 2002-03-18 src/screens.c
2445 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2447 2002-03-18 src/files.c [src/libgame/misc.c]
2448 * Moved some common functions from src/files.c to src/libgame/misc.c.
2450 2002-03-18 src/files.c [src/libgame/misc.c]
2451 * Changed permissions for new directories and saved files (especially
2452 score files) according to suggestions of Debian users and mantainers.
2453 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2455 2002-03-17 src/files.c
2456 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2457 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2458 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2459 for levels and "TAPE" for tapes). Old "cookie" style format is
2460 still supported for reading. New level and tape files are written
2463 * New IFF chunk "VERS" contains version numbers for file and game
2464 (where "game version" is the version of the program that wrote the
2465 file, and "file version" is a version number to distinguish files
2466 with different format, for example after adding new features).
2468 2002-03-15 src/screen.c
2469 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2470 (Before, you heard a mixture of the in-game music and the
2471 hall-of-fame music.)
2473 2002-03-14 src/events.c
2474 * Function "DumpTape()" (files.c) now available by pressing 't' from
2475 main menu (when in DEBUG mode).
2477 2002-03-14 src/game.c
2478 * "GameWon()": When game was won playing a tape, now there is no delay
2479 raising the score and no corresponding sound is played.
2481 2002-03-14 src/files.c
2482 * Changed "LoadTape()" for real chunk support and also adjusted
2483 "SaveTape()" accordingly.
2485 2002-03-14 src/game.c, src/tape.c, src/files.c
2486 * Important changes to tape format: The old tape format stored all
2487 actions with a real effect with a corresponding delay between the
2488 stored actions. This had some major disadvantages (for example,
2489 push delays had to be ignored, pressing a button for some seconds
2490 mutated to several single button presses because of the non-action
2491 delays between two action frames etc.). The new tape format just
2492 stupidly records all device actions and replays them later. I really
2493 don't know why I haven't solved it that way before?! Old-style tapes
2494 (with tape file version less than 2.0) get converted to the new
2495 format on-the-fly when loading and can therefore still be played;
2496 only some minor parts of the old-style tape handling code was needed.
2497 (A perfect conversion is not possible, because there is information
2498 missing about the device actions between two action frames.)
2500 2002-03-14 src/files.c
2501 * New function "DumpTape()" to dump the contents of the current tape
2502 in a human readable format.
2504 2002-03-14 src/game.c
2505 * Small tape bug fixed: When automatically advancing to next level
2506 after a game was won, the tape from the previous level still was
2507 loaded as a tape for the new level.
2509 2002-03-14 src/tape.c
2510 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2511 tape, cartoons did not get completely removed because
2512 StopAnimation() was not called.
2514 2002-03-13 src/files.c
2515 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2516 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2517 size even when using 16-bit elements). Added new chunk "CNT2" for
2518 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2519 chunk even when content was 16-bit element). "CNT2" should now be
2520 able to store content for arbitrary elements (up to eight blocks of
2521 3 x 3 element arrays). All "CNT2" elements will always be stored as
2522 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2524 2002-03-13 src/files.c
2525 * Changed "LoadLevel()" for real chunk support.
2527 2002-03-12 src/game.c
2528 * Fixed problem (introduced after 2.0.0 release) with penguins
2529 not getting killed by enemies
2531 2002-02-24 src/game.c, src/main.h
2532 * Added "player->is_moving"; now "player->last_move_dir" does
2533 not contain any information if the player is just moving at
2535 Before, "player->last_move_dir" was misused for this purpose
2536 for the robot stuff (robots don't kill players when they are
2537 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2538 broke tapes when walking through pipes!
2539 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2540 in a continuous movement. This fact is ignored for friends and