2 * added new chunk "NAME" to level file format for level name settings
3 * added new chunk "NOTE" to level file format for envelope settings
4 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
5 * updated magic(5) file to recognize changed and new level file chunks
8 * changed gravity (which only affects the player) from level property
9 to player property (only makes a difference in multi-player levels)
10 * added change events "change when CE value/score changes"
11 * added change events "change when CE value/score changes of <element>"
14 * added new chunk "INFO" to level file format for global level settings
15 * added all element settings from "HEAD" chunk to "CONF" chunk
16 * added all global level settings from "HEAD" chunk to "INFO" chunk
19 * changed level file format by adding two new chunks "CUSX" (for custom
20 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
21 elements, replacing the previous "GRP1" chunk); these new IFF style
22 chunks use the new and flexible "micro chunks inside chunks" technique
23 already used with the new "CONF" chunk (for normal element properties)
24 which makes it possible to easily extend the existing level format
25 (instead of using fixed-length chunks like before, which are either
26 too big due to reserved bytes for future use, or too small when those
27 reserved bytes have all been used and even more data should be stored,
28 requiring the replacement by new and larger chunks just like it went
29 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
32 * added credits pages to the "credits" section that were really missing
33 * added some missing element descriptions to the level editor
34 * added down position of switchgate switch to the level editor
35 and allowed the use of both switch positions at the same time
36 * changed use of "Insert" and "Delete" keys to navigate element list in
37 level editor to start of previous or next cascading block of elements
40 * added the possibility to view the title screen to the info screen menu
41 * fixed some minor bugs with viewing title screens
44 * fixed bug with title (cross)fading in/out when using fullscreen mode
47 * fixed bug that forced re-defining of menu settings in local graphics
48 config file which are already defined in existing base config file
49 * fixed small bug that caused door sounds playing when music is enabled
52 * added the possibility to define up to five title screens for each
53 level set that are displayed after loading using (cross)fading in/out
54 (this was added to display the various start images of the EMC sets)
57 * added "CE score gets zero [of]" to custom element trigger conditions
58 * added setup option to display element token name in level editor
61 * added compatibility code for Juergen Bonhagen's menu artwork settings
64 * fixed bug with displaying wrong animation frame 0 after CE changes
65 * fixed bug with creating invisible elements when light switch is on
68 * added selection between ECS and AGA graphics for EMC levels to setup
71 * adjusted font handling for various narrow EMC style fonts
74 * changed EM engine behaviour back to re-allow initial rolling springs
77 * fixed handling of over-large selectboxes (less error-prone now)
78 * fixed bug when creating GE with walkable element under the player
81 * added use of "Insert" and "Delete" keys to navigate element list in
82 level editor to start of custom elements or start of group elements
83 * added virtual elements to access CE value and CE score of elements:
84 - "CE value of triggering element"
85 - "CE score of triggering element"
86 - "CE value of current element"
87 - "CE score of current element"
90 * fixed "grass" to "sand" in older EM levels (up to file version V4)
93 * changed behaviour of network games with internal errors (because of
94 different client frame counters) from immediately terminating R'n'D
95 to displaying an error message requester and stopping only the game
96 (also to prevent impression of crashes under non command-line runs)
97 * fixed playing network games with the EMC engine (did not work before)
98 * fixed bug with not scrolling the screen in multi-player mode with the
99 focus on player 1 when all players are moving in different directions
100 * fixed bug with keeping pointer to gadget even after its deallocation
101 * fixed bug with allowing "focus on all players" in network games
102 * fixed bug with player focus when playing tapes from network games
105 * uploaded pre-release (test) version 3.2.0-7 binary and source code
108 * code cleanup for game action control for R'n'D and EMC game engine
111 * fixed bug in multi-player movement with focus on both players
112 * added option to control only the focussed player with all input
115 * added player focus switching to level tape recording and re-playing
118 * fixed some bugs in player focus switching in EMC and RND game engine
121 * added special Supaplex animations for Murphy digging and snapping
122 * added special Supaplex animations for Murphy being bored and sleeping
125 * added four new yam yams with explicit start direction for EMC engine
126 * fixed bug in src/libgame/text.c with printing text outside the window
129 * fixed small bug in EMC level loader (copyright sign in EM II levels)
132 * added delayed ignition of EM style dynamite when used in R'n'D engine
133 * added limited movement range to EMC engine when focus on all players
136 * fixed bug with missing (zero) score values for native Supaplex levels
139 * added "continuous snapping" (snapping many elements while holding the
140 snap key pressed, without releasing the snap key after each element)
141 as a new player setting for more compatibility with the classic games
144 * finished scrolling for "focus on all players" in EMC graphics engine
147 * level sets with "levels: 0" are ignored for levels, but not artwork
148 * fixed bug when scanning empty level group directories (endless loop)
151 * fixed bug with explosion graphic for player using "Murphy" graphic
152 * fixed bug with explosion graphic if player leaves explosion in time
153 * changed some descriptive text in setup menu to use medium-width font
154 * added key shortcut settings for switching player focus to setup menu
157 * fixed bug with random value initialization when recording tapes
158 * fixed bug with playing single player tapes when team mode activated
161 * fixed little bug when trying to switch to player that does not exist
164 * added player switching (visual and quick) to R'n'D and EM game engine
165 * added setup option to select visual or quick in-game player switching
168 * added use of "Home" and "End" keys to handle element list in editor
171 * fixed bug with adding score when playing tape with EMC game engine
172 * added steel wall border for levels using EMC engine without border
173 * finally fixed delayed scrolling in EMC engine also for small levels
176 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
179 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
180 * fixed bug when displaying info element without action, but direction
183 * fixed minor graphical problems with springs smashing and slurping
184 (when using R'n'D style graphics instead of EMC style graphics)
187 * added scroll delay (as configured in setup) to EMC graphics engine
190 * improved screen redraw for EMC graphics engine (faster and smoother)
191 * when not scrolling, do not redraw the whole playfield if not needed
194 * added multi-player mode for EMC game engine (with up to four players)
197 * added android (can clone elements) from EMC engine to R'n'D engine
200 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
203 * added selectbox for initial player speed to player settings in editor
206 * version 3.1.2 created that is basically version 3.1.1, but with a
207 major bug fixed that prevented editing your own private levels
208 * version 3.1.2 released
211 * added magic ball (creates elements) from EMC engine to R'n'D engine
214 * uploaded fixed pre-release version 3.2.0-6 binary and source code
217 * fixed bug when using "CE can leave behind <trigger element>"
218 * added new change condition "(after/when) creation of <element>"
219 * added new change condition "(after/when) digging <element>"
220 * fixed bug accessing invalid gadget that caused crashes under Windows
221 * deactivated new possibility for multiple CE changes per frame
224 * uploaded pre-release (test) version 3.2.0-6 binary and source code
227 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
228 * fixed bug with not keeping CE value for moving CEs with only action
229 * changed CE action selectboxes in editor to be only reset when needed
232 * added option "use artwork from element" for custom player artwork
233 * added option "use explosion from element" for player explosions
236 * added cascaded element lists in the level editor
237 * added persistence for cascaded element lists by "editorcascade.conf"
238 * added dynamic element list with all elements used in current level
239 * added possibility for multiple CE changes per frame (experimental)
242 * uploaded pre-release (test) version 3.2.0-5 binary and source code
245 * changed "score for each 10 seconds/steps left" to "1 second/step"
246 * added own score for collecting "extra time" instead of sharing it
247 * added change events "switched by player" and "player switches <e>"
248 * added change events "snapped by player" and "player snaps <e>"
249 * added "set player artwork: <element choice>" to CE action options
250 * added change event "move of <element>"
253 * added "set player shield: off / normal / deadly" to CE action options
254 * added new player option "use level start element" in level editor
255 to set the correct focus at level start to elements from which the
256 player is created later (this did not work before for cascaded CE
257 changes resulting in creation of the player; it is now also possible
258 to create the player from a yam yam which is smashed at level start)
261 * added "set player speed: frozen (not moving)" to CE action options
262 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
265 * added new player option "block snap field" (enabled by default) to
266 make it possible to show a snapping animation like in Emerald Mine
269 * added dynamic selectboxes to custom element action settings in editor
270 * added "CE value" counter for custom elements (instead of "CE count")
271 * added option to use the last "CE value" after custom element change
272 * added option to use the "CE value" of other elements in CE actions
273 * fixed odd behaviour when pressing time orb in levels w/o time limit
274 * added checkbox "use time orb bug" for older levels that use this bug
277 * added missing configuration settings for the following elements:
278 - EL_TIMEGATE_SWITCH (time of open time gate)
279 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
280 - EL_SHIELD_NORMAL (time of shield duration)
281 - EL_SHIELD_DEADLY (time of shield duration)
282 - EL_EXTRA_TIME (time added to level time)
283 - EL_TIME_ORB_FULL (time added to level time)
286 * added "wind direction" as a movement pattern for custom elements
287 * added initial wind direction for balloon / custom elements to editor
288 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
291 * added parameters for "game of life" and "biomaze" elements to editor
294 * added level file chunk "CONF" for generic level and element settings
297 * uploaded pre-release (test) version 3.2.0-4 binary and source code
300 * skip empty level sets (with "levels: 0"; may be artwork base sets)
301 * added sound action ".page[1]" to ".page[32]" for each CE change page
304 * added image config suffix ".clone_from" to copy whole image settings
305 * fixed bug with invalid ("undefined") CE settings in old level files
308 * fixed graphical bug with smashing elements falling faster than player
311 * fixed major bug which prevented private levels from being edited
312 * fixed bug with precedence of general and special font definitions
315 * fixed graphical bug with player animation when player moves slowly
318 * uploaded pre-release (test) version 3.2.0-3 binary and source code
321 * fixed bug which prevented "global.num_toons: 0" from working
324 * major code cleanup (removed all these annoying "#if 0" blocks)
327 * added custom element actions for CE change page in level editor
330 * fixed music initialization bug in init.c (thanks to David Binderman)
331 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
332 (this bug must probably be fixed at other places, too)
335 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
336 (should be '#include <SDL.h>' instead)
339 * fixed bug which prevented "walkable from no direction" from working
340 (due to compatibility code overwriting this setting after loading)
343 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
346 * version number temporarily set to 3.1.1 (intermediate bugfix release)
347 * version 3.1.1 released
350 * changed some va_arg() arguments from 'long' to 'int', fixing problems
351 on 64-bit architecture systems with LP64 data model
354 * fixed bug with bombs not exploding when hitting the last level line
355 (introduced after the release of 3.1.0)
358 * added support for dumping small-sized level sketches from editor
361 * added recognition of "trigger element" for "change digged element to"
362 (this is not really what the "trigger element" was made for, but its
363 use may seem obvious for leaving back digged elements unchanged)
366 * fixed multiple warnings about failed joystick device initialization
369 * fixed bug with dynamite dropped on top of just dropped custom element
370 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
371 dynamite can still be dropped, but drop key must be released before
374 * fixed bug with wrong start directory when started from file browser
375 (due to this bug, R'n'D could not be started from KDE's Konqueror)
378 * fixed bug causing "change when impact" on player not working
379 * fixed wrong priority of "hitting something" over "hitting <element>"
380 * fixed wrong priority of "hit by something" over "hit by <element>"
383 * fixed graphical bug which caused the player (being Murphy) to show
384 collecting animations although the element was collected by penguin
387 * fixed two bugs causing wrong door background graphics in system.c
388 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
391 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
392 * added "no direction" to "walkable/passable from" selectbox options
395 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
396 * in tape autoplay, not only report broken, but also missing tapes
399 * uploaded pre-release (test) version 3.2.0-2 binary and source code
402 * fixed small bug with "linear" animation not working for active lamp
405 * fixed bug with moving up despite gravity due to "block last field"
406 * fixed small bug with wrong draw offset when typing name in main menu
407 * when reading user names from "passwd", ignore data after first comma
408 * when creating new "levelinfo.conf", only write some selected entries
411 * fixed displaying "imported from/by" on preview with empty string
412 * fixed ignoring draw offset for fonts used for level preview texts
415 * fixed a delay problem with SDL and too many mouse motion events
416 * added setup option "skip levels" and level skipping functionality
419 * added move speed "not moving" for non-moving CEs, but with direction
422 * fixed mapping of obsolete element token names in "editorsetup.conf"
423 * fixed bug with sound "acid.splashing" treated as a loop sound
424 * fixed some little sound bugs in native EM engine
427 * fixed small bug when dragging scrollbars to end positions
430 * added editor element descriptions written by Aaron Davidson
433 * improved fallback handling when configured artwork is not available
434 (now using default artwork instead of exiting when files not found)
437 * fixed bug on level selection screen when dragging scrollbar
440 * fixed bug which caused broken tapes when appending to EM engine tapes
443 * uploaded pre-release (test) version 3.2.0-1 binary and source code
446 * added code to replace changed artwork config tokens with other tokens
447 (needed for backwards compatibility, so that older tokens still work)
450 * added native R'n'D graphics for some new EMC elements in EM engine
453 * fixed some bugs in the EM engine integration code
454 * changed EM engine code to allow diagonal movement
455 * changed EM engine code to allow use of separate snap and drop keys
458 * fixed some redraw bugs when using EM engine
461 * fixed bug with not converting RND levels which are set to use native
462 engine to native level structure when loading
465 * uploaded pre-release (test) version 3.2.0-0 binary and source code
468 * version number set to 3.2.0
471 * level data now reset to defaults after attempt to load invalid file
474 * added use of "editorsetup.conf" for different level sets
477 * added auto-detection for various types of Emerald Mine level files
480 * fixed bug with scrollbars getting too small when list is very large
483 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
486 * added most level editor configuration gadgets for new EMC elements
489 * added more element and graphic definitions for new EMC elements
492 * modified native EM engine to use integrated R'n'D sound system
495 * added SDL support to graphics functions in native EM engine
496 (by always using generic libgame interface functions)
499 * fixed bug in frame synchronization in native EM engine
502 * added code to convert levels between R'n'D and native EM engine
505 * new Emerald Mine engine can now play levels selected in main menu
508 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
509 (which creates scaled down graphics for level editor and preview);
510 there's still a memory leak somewhere in the artwork handling code
511 * added "scale image up" functionality to X11 version of zoom function
514 * first attempts to integrate new, native Emerald Mine Club engine
517 * fixed bug in gadget code which caused reset of CEs in level editor
518 (example: pressing 'b' [grab brush] on CE config page erased values)
519 (solution: check if gadgets in ClickOnGadget() are really mapped)
520 * improved level change detection in editor (settings now also checked)
521 * fixed bug with "can move into acid" and "don't collide with" state
524 * fixed maze runner style CEs to use the configured move delay value
527 * added Aaron Davidson's tutorial level set to the "Tutorials" section
530 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
531 * fixed the above fix because it broke level set "machine" (*sigh*)
532 * fixed random element placement in level editor to work as expected
533 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
536 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
539 * fixed bug (missing array boundary check) which caused broken tapes
540 * fixed bug (when loading level template) which caused broken levels
541 * fixed bug with new block last field code when using non-yellow player
544 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
545 * internal change of how the player blocks the last field when moving
546 * fixed blocking delay of last field for EM and SP style block delay
547 * fixed bug where the player had to wait for the usual move delay after
548 unsuccessfully trying to move, when he directly could move after that
549 * the last two changes should make original Supaplex level 93 solvable
550 * improved use of random number generator to make it less predictable
551 * fixed behaviour of slippery SP elements to let slip left, then right
554 * fixed bug with wrong door state after trying to quickload empty tape
555 * fixed waste of static memory usage of the binary, making it smaller
556 * fixed very little graphical bug in Supaplex explosion
559 * version number set to 3.1.1
562 * version 3.1.0 released
565 * fixed bug with crash when writing user levelinfo.conf the first time
568 * added option "convert LEVELDIR [NR]" to command line batch commands
569 * re-converted Supaplex levels to apply latest engine fixes
570 * changed "use graphic/sound of element" to "use graphic of element"
571 due to compatibility problems with some levels ("bug machine" etc.)
574 * fixed bug with CE change replacing player with same or other player
577 * fixed bug with opaque font in envelope with background graphic when
578 background graphic is not transparent itself
581 * added "gravity on" and "gravity off" ports for Supaplex compatibility
582 * corrected original Supaplex level loading code to use these new ports
583 * also corrected Supaplex loader to auto-count infotrons if set to zero
586 * fixed bug with missing initialization of "modified" flag for GEs
589 * fixed bug that caused endless recursion loop when relocating player
590 * fixed tape recorder bug in "step mode" when using "pause before end"
591 * fixed tape recorder bug when changing from "warp forward" mode
594 * fixed bug with "when touching" for pushed elements at last position
597 * fixed bug that caused two activated toolbox buttons in level editor
598 * fixed bug with exploding dynabomb under player due to other explosion
601 * fixed bug with creating walkable custom element under player (again)
602 * fixed bug with not copying explosion type when copying CEs in editor
603 * fixed graphical bug when drawing player in setup menu (input devices)
604 * fixed graphical bug when the player is pushing an accessible element
605 * fixed bug with classic switchable elements triggering CE changes
606 * fixed bug with entering/leaving walkable element in RelocatePlayer()
607 * fixed crash bug when CE leaves behind the trigger player element
610 * fixed bug with broken tubes after placing/exploding dynamite in them
611 * fixed bug with exploding dynamite under player due to other explosion
612 * fixed bug with not resetting push delay under certain circumstances
615 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
616 * added network multiplayer code for Windows (thanks to Niko Böhm)
619 * added option "reachable despite gravity" for gravity movement
620 * changed gravity movement of most classic walkable and passable
621 elements back to "not reachable" (for compatibility reasons)
624 * fixed (removed) "indestructible" / "can explode" dependency in editor
625 * fixed (removed) "accessible inside" / "protected" dependency
626 * fixed (removed) "step mode" / "shield time" dependency
629 * fixed dynabombs exploding now into anything diggable
630 * fixed Supaplex style gravity movement into buggy base now impossible
631 * added pressing key "space" as valid action to select menu options
634 * added "replace when walkable" to relocate player to walkable element
635 * added "enter"/"leave" event for elements affected by relocation
636 * fixed "direct"/"indirect" change order also for "when change" event
637 * fixed graphical bug when pushing things from elements walkable inside
640 * fixed graphic bug when player is snapping while moving in old levels
641 * fixed bug when a moving custom element leaves a player element behind
642 * fixed bug with mole not disappearing when moving into acid pool
643 * fixed bug with incomplete path setting when using "--basepath" option
644 * moving CE can now leave walkable elements behind under the player
645 * when relocating, player can be set on walkable element now
646 * fixed another gravity movement bug
649 * uploaded pre-release (test) version 3.1.0-2 binary and source code
652 * added "collectible" and "removable" to extended replacement types
653 (where "removable" replaces "diggable" and "collectible" elements)
654 * added "collectible & throwable" (to throw element to the next field)
655 * fixed bug with CEs digging elements that are just about to explode
656 * changed mouse cursor now always being visible when game is paused
659 * added possibility to push/press accessible elements from a side that
661 * fixed bug with not setting actual date when appending to tape
664 * fixed bug with incorrectly initialized custom element editor graphics
667 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
668 - number of levels corrected from 18 to 17 in "levelinfo.conf"
671 * fixed bug with destroyed robot wheel still attracting robots forever
672 * fixed bug with time gate switch deactivating after robot wheel time
673 (while the time gate itself is not affected by this misbehaviour)
674 * changed behaviour of BD style amoeba to always get blocked by player
675 (before it was different when there were non-BD elements in level)
676 * fixed bug with player destroying indestructable elements with shield
679 * added option to make growing elements grow into anything diggable
680 (for the various amoeba types, biomaze and "game of life")
683 * fixed bug with movable elements not moving after left behind by CEs
684 * changed gravity movement to anything diggable, not only sand/base
685 * optionally allowing passing to walkable element, not only empty space
686 * added option "can pass to walkable element" for players
687 * finally fixed gravity movement (hopefully)
690 * fixed bug with movable elements not moving anymore after falling down
693 * fixed another bug with custom elements digging and leaving elements
694 * fixed bug with "along left/right side" and automatic start direction
695 * trigger elements now also displayed when "more custom" deactivated
696 * fixed bug with clipboard element initialized when loading new level
697 * added option "drop delay" to set delay before dropping next element
700 * uploaded pre-release (test) version 3.1.0-1 binary and source code
703 * added copy and paste functions for custom change pages
704 * enhanced graphical display and functionality of tape recorder
705 * fixed bug with custom elements digging and leaving elements
708 * added move speed faster than "very fast" for custom elements
709 * fixed bug with 3+3 style explosions and missing border content
710 * fixed little bug when copying custom elements in the editor
711 * enhanced custom element changes by more side trigger actions
714 * added option "no scrolling when relocating" for instant teleporting
715 * uploaded pre-release (test) version 3.1.0-0 binary and source code
718 * added trigger element and trigger player to use as target elements
719 * added copy and paste functions for custom and group elements
722 * fixed graphical bug when displaying explosion animations
723 * fixed bug when appending to tapes, resulting in broken tapes
724 * re-recorded a few tapes broken by fixing gravity checking bug
727 * "can move into acid" property now for all elements independently
728 * "can fall into acid" property for player stored in same bitfield now
729 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
730 * version number set to 3.1.0 (finally!)
733 * changed tape recording to only record input, not programmed actions
736 * fixed totally broken (every 8th frame skipped) step-by-step recording
737 * fixed bug with requester not displayed when quick-loading interrupted
738 * added option "can fall into acid (with gravity)" for players
739 * fixed bug with player not falling when snapping down with gravity
742 * fixed bug which messed up key config when using keypad number keys
745 * fixed bug which allowed moving upwards even when gravity was active
746 * fixed bug with missing error handling when dumping levels or tapes
749 * added different colored editor graphics for Supaplex gravity tubes
752 * fixed bug that allowed solvable tapes for unsolvable levels
755 * use unlimited number of droppable elements when "count" set to zero
756 * added option to use step limit instead of time limit for level
759 * added player and change page as trigger for custom element change
762 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
765 * fixed bug with dark yamyam changing to acid when moving over acid
766 * fixed handling of levels with more than 999 seconds level time
767 (example: level 76 of "Denmine")
770 * "spring push bug" reintroduced as configurable element property
771 * fixed bug with missing properties for "mole"
772 * fixed bug that showed up when fixing the above "mole" properties bug
773 * added option "can move into acid" for all movable elements
774 * fixed graphical bug for elements moving into acid
775 * changed event handling to handle all pending events before going on
778 * fixed bug which caused all CE change pages to be ignored which had
779 the same change event, but used a different element side
780 (reported by Simon Forsberg)
782 * fixed bug which caused elements that can move and fall and that are
783 transported by a conveyor belt to continue moving into that direction
784 after leaving the conveyor belt, regardless of their own movement
785 type; only elements which can not move are transported now
786 (reported by Simon Forsberg)
788 * fixed bug which could cause an array overflow in RelocatePlayer()
789 (reported by Niko Böhm)
791 * changed Emerald Mine style "passable / over" elements to "protected"
792 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
794 * added new option to select from which side a "walkable/passable"
795 element can be entered
798 * added explosion and ignition delay for elements that can explode
801 * fixed bug which caused player not being protected against enemies
802 when a CE was "walkable / inside" and was not "indestructible"
803 * added "walkable/passable" fields to be "protected/unprotected"
804 against enemies, even if not accessible "inside" but "over/under"
807 * corrected move pattern to 32 bit and initial move direction to 8 bit
810 * added second custom element base configuration page
813 * added some special EMC mappings to Emerald Mine level loader
814 (also covering previously unknown element in level 0 of "Bondmine 8")
817 * added option to block last field when player is moving (for Supaplex)
818 * adjusted push delay of Supaplex elements
819 * removed delays for envelopes etc. when replaying with maximum speed
820 * fixed bug when dropping element on a field that just changed to empty
823 * fixed bug: infotrons can now smash yellow disks
824 * fixed bug: when gravity active, port above player can now be entered
825 * removed "one white dot" mouse pointer which irritated some people
828 * added "choice type" for group element selection
831 * fixed bug with initial invulnerability of non-yellow player
834 * added level loader for loading native Supaplex packed levels
835 (including multi-part levels like the "splvls99" levels)
838 * fixed bug which allowed creating emeralds by escaping explosions
841 * custom elements can change (limited) or leave (unlimited) elements
842 * finally added multiple matches using group elements
843 * added shortcut to dump brush (type ":DB" in editor) for use in forum
846 * added new start movement type "previous" for continued CE movement
847 * added new start movement type "random" for random CE movement start
850 * added new element "sokoban_field_player" needed for Sokoban levels
851 (thanks to Ed Booker for pointing this out!)
854 * added elements that can be digged or left behind by custom elements
857 * added group elements for multiple matches and random element creation
860 * fixed some graphical errors displayed in old levels
863 * fixed wrong double speed movement after passing closing gates
866 * added level loader for loading native Emerald Mine levels
869 * changes for "shooting" style CE movement
872 * Happy New Year! ;-)
875 * changed default snap/drop keys from left/right Shift to Control keys
878 * fixed bug with dead player getting reanimated from custom element
881 * fixed bug with wrong penguin graphics (when entering exit)
884 * fixed bug with wrong "Murphy" graphics (when digging etc.)
887 * version number set to 3.0.9
890 * version 3.0.8 released
893 * added function checked_free()
896 * fixed bug with double nut cracking sound
897 (by eliminating "default element action sound" assignment in init.c)
900 * fixed crash when no music info files are available
903 * fixed boring and sleeping sounds
906 * added "maze runner" and "maze hunter" movement types
907 * added extended collision conditions for custom elements
910 * added warnings for undefined token values in artwork config files
913 * added menu entry for level set information to the info screen
916 * fixed bug with wrong default impact sound for colored emeralds
919 * added several sub-screens for the info screen
920 * menu text now also clickable (not only blue/red sphere left of it)
923 * added configurable "bored" and "sleeping" animations for the player
924 * added "awakening" sound for player when waking up after sleeping
927 * added "copy" and "exchange" functions for custom elements to editor
930 * added configurable element animations for info screen
933 * added configurable music credits for info screen
936 * finally fixed tape recording when player is created from CE change
939 * added "editorsetup.conf" for editor element list configuration
942 * added "musicinfo.conf" for menu and level music configuration
945 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
946 (that only showed up on Linux, but not on Windows systems)
949 * fixed turning movement of butterflies and fireflies (no frame reset)
950 * enhanced sniksnak turning movement (two steps instead of only one)
953 * version number set to 3.0.8
956 * version 3.0.7 released
959 * fixed reset of player animation frame when, for example,
960 walking, digging or collecting share the same animation
961 * fixed CE with "deadly when touching" exploding when touching amoeba
964 * fixed tape recording when player is created from CE element change
967 * introduced "turning..." action graphic for elements with move delay
968 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
969 * added turning animations for bug, spaceship and sniksnak
972 * prevent "extended" changed elements from delay change in same frame
975 * fixed bug when pushing element that can move away to the side
976 (like pushing falling elements, but now with moving elements)
979 * finally fixed serious bug in code for delayed element pushing (again)
982 * unavailable setup options now marked as "n/a" instead of "off"
983 * new boolean directive "latest_engine" for "levelinfo.conf": when set
984 to "true", levels are always played with the latest game engine,
985 which is desired for levels that are imported from other games; all
986 other levels are played with the engine version stored in level file
987 (which is normally the engine version the level was created with)
990 * fixed serious bug in code for delayed element pushing
991 * fixed little bug in animation frame selection for pushed elements
992 * speed-up of reading config file for verbose output
995 * added configuration option for opening and closing Supaplex exit
996 * added configuration option for moving up/down animation for Murphy
997 * fixed incorrectly displayed animation for attacking dragon
998 * fixed bug with not setting initial gravity for each new game
999 * fixed bug with teleportation of player by custom element change
1000 * fixed bug with player not getting smashed by rock sometimes
1003 * version number set to 3.0.7
1006 * version 3.0.6 released
1009 * added support for MP3 music for SDL version through SMPEG library
1012 * fixed bug when initializing font graphic structure
1013 * fixed bug with animation mode "pingpong" when using only 1 frame
1014 * fixed bug with extended change target introduced in 3.0.5
1015 * fixed bug where passing over moving element doubles player speed
1016 * fixed bug with elements continuing to move into push direction
1017 * fixed bug with duplicated player when dropping bomb with shield on
1018 * added "switching" event for custom elements ("pressing" only once)
1019 * fixed switching bug (resetting flag when not switching but not idle)
1022 * fixed element tokens for certain file elements with ".active" etc.
1025 * version number set to 3.0.6
1028 * version 3.0.5 released
1031 * now four envelope elements available
1032 * font, background, animation and sound for envelope now configurable
1033 * main menu doors opening/closing animation type now configurable
1036 * active/inactive sides configurable for custom element changes
1037 * new movement type "move when pushed" available for custom elements
1040 * fixed bug in multiple config pages loader code that caused crashes
1043 * enhanced (remaining low-resolution) Supaplex graphics
1046 * version number set to 3.0.5
1049 * version 3.0.4 released
1051 2003-09-12 src/tools.c
1052 * fixed bug in custom definition of crumbled element graphics
1054 2003-09-11 src/files.c
1055 * fixed bug in multiple config pages code that caused crashes
1058 * version number set to 3.0.4
1061 * version 3.0.3 released
1064 * added music to Supaplex classic level set
1066 2003-09-07 src/libgame/misc.c
1067 * added support for loading various music formats through SDL_mixer
1069 2003-09-06 (various source files)
1070 * fixed several nasty bugs that may have caused crashes on some systems
1071 * added envelope content which gets displayed when collecting envelope
1072 * added multiple change event pages for custom elements
1074 2003-08-24 src/game.c
1075 * fixed problem with player animation when snapping and moving
1077 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1078 * fixed problem with flickering when drawing toon animations
1080 2003-08-23 src/libgame/sdl.c
1081 * fixed problem with setting mouse cursor in SDL version in fullscreen
1083 2003-08-23 src/game.c
1084 * fixed bug (missing array boundary check) which could crash the game
1087 * version number set to 3.0.3
1090 * version 3.0.2 released
1092 2003-08-21 src/game.c
1093 * fixed bug with creating inaccessible elements at player position
1095 2003-08-20 src/init.c
1096 * fixed bug with not finding current level artwork directory
1098 2003-08-20 src/files.c
1099 * fixed bug with choosing wrong engine version when playing tapes
1100 * fixed bug with messing up custom element properties in 3.0.0 levels
1103 * version number set to 3.0.2
1106 * version 3.0.1 released
1108 2003-08-17 (no source files affected)
1109 * changed all "classic" PCX image files with 16 colors or less to
1110 256 color (8 bit) storage format, because the Allegro game library
1111 cannot handle PCX files with less than 256 colors (contributed
1112 graphics are not affected and might look wrong in the DOS version)
1114 2003-08-16 src/init.c
1115 * fixed bug which (for example) crashed the level editor when defining
1116 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1117 (only set to default) -- invalid graphics now set to default graphic
1119 2003-08-16 src/init.c
1120 * fixed graphical bug of player digging/collecting/snapping element
1121 when no corresponding graphic/animation is defined for this action,
1122 resulting in player being drawn as EL_EMPTY (which should only be
1123 done to elements being collected, but not to the player)
1125 2003-08-16 src/game.c
1126 * fixed small graphical bug of player not totally moving into exit
1128 2003-08-16 src/libgame/setup.c
1129 * fixed bug with wrong MS-DOS 8.3 filename conversion
1131 2003-08-16 src/tools.c
1132 * fixed bug with invisible mouse cursor when pressing ESC while playing
1134 2003-08-16 (various source files)
1135 * added another 128 custom elements (disabled in editor by default)
1137 2003-08-16 src/editor.c
1138 * fixed NULL string bug causing Solaris to crash in sprintf()
1140 2003-08-16 src/screen.c
1141 * fixed drawing over scrollbar on level selection with custom fonts
1143 2003-08-15 src/game.c
1144 * cleanup of simple sounds / loop sounds / music settings
1146 2003-08-08 (various source files)
1147 * added custom element property for dropping collected elements
1149 2003-08-08 src/conf_gfx.c
1150 * fixed bug with missing graphic for active red disk bomb
1152 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1153 * extended variable "level.gravity" to "level.initial_gravity" and
1154 "game.current_gravity" to prevent level setting from being changed
1155 by playing the level (keeping the runtime value after playing)
1157 * fixed graphics bug when digging element that has 'crumbled' graphic
1158 definition, but not 'diggable' graphic definition
1161 * version number set to 3.0.1
1164 * version 3.0.0 released
1167 * various bug fixes; among others:
1168 - fixed bug with pushing spring over empty space
1169 - fixed bug with leaving tube while placing dynamite
1170 - fixed bug with explosion of smashed penguins
1171 - allow Murphy player graphic in levels with non-Supaplex elements
1175 * I have forgotten to document changes for some time
1178 * pre-release version 2.2.0rc1 released
1181 * version number set to 2.1.2
1184 * version 2.1.1 released
1187 * version number set to 2.1.1
1190 * version 2.1.0 released
1193 * version number set to 2.1.0
1195 2002-04-03 to 2002-05-19 (various source files)
1196 * graphics, sounds and music now fully configurable
1197 * bug fixed that prevented walking through tubes when gravity on
1199 2002-04-02 src/events.c, src/editor.c
1200 * Make Escape key less aggressive when playing or when editing level.
1201 This can be configured as an option in the setup menu. (Default is
1202 "less aggressive" which means "ask user if something can be lost"
1203 when pressing the Escape key.)
1205 2002-04-02 src/screen.c
1206 * Added "graphics setup" screen.
1208 2002-04-01 src/screen.c
1209 * Changed "choose level" setup screen stuff to be more generic (to
1210 make it easier to add more "choose from generic tree" setup screens).
1212 2002-04-01 src/config.c, src/timestamp.h
1213 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1214 automatically gets created by "src/Makefile" and contains an actual
1215 compile-time timestamp to identify development versions of the game).
1217 2002-03-31 src/tape.c, src/events.c
1218 * Added quick game/tape save/load functions to tape stuff which can be
1219 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1220 loads previously recorded tape and directly goes into recording mode
1221 from the end of the tape (therefore appending to the tape).
1223 2002-03-31 src/tape.c
1224 * Added "index mark" function to tape recorder. When playing or
1225 recording, "eject" button changes to "index" button. Setting index
1226 mark is not yet implemented, but pressing index button when playing
1227 allows very quick advancing to end of tape (when normal playing),
1228 very fast forward mode (when playing with normal fast forward) or
1229 very fast reaching of "pause before end of tape" (when playing with
1230 "pause before end" playing mode).
1232 2002-03-30 src/cartoons.c
1233 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1235 2002-03-29 src/screen.c
1236 * Changed setup screen stuff to be more generic (to make it easier
1237 to add more setup screens).
1239 2002-03-23 src/main.c, src/main.h
1240 * Various changes due to the introduction of the new libgame files
1241 "setup.c" and "joystick.c".
1243 2002-03-23 src/files.c
1244 * Generic parts of "src/files.c" (mainly setup and level directory
1245 stuff) moved to new libgame file "src/libgame/setup.c".
1247 2002-03-23 src/joystick.c
1248 * File "src/joystick.c" moved to libgame source tree, with
1249 correspondig changes.
1251 2002-03-22 src/screens.c
1252 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1253 (Wrong level series information displayed when entering main group.)
1255 2002-03-22 src/editor.c
1256 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1258 2002-03-22 src/editor.c
1259 * Changed behaviour of "Escape" key in level editor to be more
1260 intuitive: When in "Element Properties" or "Level Info" mode,
1261 return to "Drawing Mode" instead of leaving the level editor.
1263 2002-03-21 src/game.c, src/editor.c, src/files.c
1264 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1265 gems (emeralds, diamonds, ...) slipping down from normal wall,
1266 steel wall and growing wall (as in E.M.C. style levels). Although
1267 the behaviour of contributed and private levels wasn't changed (due
1268 to the use of "level.game_version"; see previous entry), editing
1269 those levels will (of course) change the behaviour accordingly.
1271 This change seems a bit too hard after thinking about it, because
1272 the EM style behaviour is not the "expected" behaviour (gems would
1273 normally only slip down from "rounded" walls). Therefore this was
1274 now changed to an element property for gem style elements, with the
1275 default setting "off" (which means: no special EM style behaviour).
1276 To fix older converted levels, this flag is set to "on" for pre-2.0
1277 levels that are neither contributed nor private levels.
1279 2002-03-20 src/files.h
1280 * Corrected settings for "level.game_version" depending of level type.
1281 (Contributed and private levels always get played with game engine
1282 version they were created with, while converted levels always get
1283 played with the most recent version of the game engine, to let new
1284 corrections of the emulation behaviour take effect.)
1286 2002-03-20 src/main.h
1287 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1288 compiling the SDL version on some systems.
1289 Thanks to the several people who pointed this out.
1292 * Version number set to 2.0.2.
1295 * Version 2.0.1 released.
1297 2002-03-18 src/screens.c
1298 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1300 2002-03-18 src/files.c [src/libgame/misc.c]
1301 * Moved some common functions from src/files.c to src/libgame/misc.c.
1303 2002-03-18 src/files.c [src/libgame/misc.c]
1304 * Changed permissions for new directories and saved files (especially
1305 score files) according to suggestions of Debian users and mantainers.
1306 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1308 2002-03-17 src/files.c
1309 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1310 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1311 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1312 for levels and "TAPE" for tapes). Old "cookie" style format is
1313 still supported for reading. New level and tape files are written
1316 * New IFF chunk "VERS" contains version numbers for file and game
1317 (where "game version" is the version of the program that wrote the
1318 file, and "file version" is a version number to distinguish files
1319 with different format, for example after adding new features).
1321 2002-03-15 src/screen.c
1322 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1323 (Before, you heard a mixture of the in-game music and the
1324 hall-of-fame music.)
1326 2002-03-14 src/events.c
1327 * Function "DumpTape()" (files.c) now available by pressing 't' from
1328 main menu (when in DEBUG mode).
1330 2002-03-14 src/game.c
1331 * "GameWon()": When game was won playing a tape, now there is no delay
1332 raising the score and no corresponding sound is played.
1334 2002-03-14 src/files.c
1335 * Changed "LoadTape()" for real chunk support and also adjusted
1336 "SaveTape()" accordingly.
1338 2002-03-14 src/game.c, src/tape.c, src/files.c
1339 * Important changes to tape format: The old tape format stored all
1340 actions with a real effect with a corresponding delay between the
1341 stored actions. This had some major disadvantages (for example,
1342 push delays had to be ignored, pressing a button for some seconds
1343 mutated to several single button presses because of the non-action
1344 delays between two action frames etc.). The new tape format just
1345 stupidly records all device actions and replays them later. I really
1346 don't know why I haven't solved it that way before?! Old-style tapes
1347 (with tape file version less than 2.0) get converted to the new
1348 format on-the-fly when loading and can therefore still be played;
1349 only some minor parts of the old-style tape handling code was needed.
1350 (A perfect conversion is not possible, because there is information
1351 missing about the device actions between two action frames.)
1353 2002-03-14 src/files.c
1354 * New function "DumpTape()" to dump the contents of the current tape
1355 in a human readable format.
1357 2002-03-14 src/game.c
1358 * Small tape bug fixed: When automatically advancing to next level
1359 after a game was won, the tape from the previous level still was
1360 loaded as a tape for the new level.
1362 2002-03-14 src/tape.c
1363 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1364 tape, cartoons did not get completely removed because
1365 StopAnimation() was not called.
1367 2002-03-13 src/files.c
1368 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1369 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1370 size even when using 16-bit elements). Added new chunk "CNT2" for
1371 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1372 chunk even when content was 16-bit element). "CNT2" should now be
1373 able to store content for arbitrary elements (up to eight blocks of
1374 3 x 3 element arrays). All "CNT2" elements will always be stored as
1375 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1377 2002-03-13 src/files.c
1378 * Changed "LoadLevel()" for real chunk support.
1380 2002-03-12 src/game.c
1381 * Fixed problem (introduced after 2.0.0 release) with penguins
1382 not getting killed by enemies
1384 2002-02-24 src/game.c, src/main.h
1385 * Added "player->is_moving"; now "player->last_move_dir" does
1386 not contain any information if the player is just moving at
1388 Before, "player->last_move_dir" was misused for this purpose
1389 for the robot stuff (robots don't kill players when they are
1390 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1391 broke tapes when walking through pipes!
1392 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1393 in a continuous movement. This fact is ignored for friends and