2 * fixed bug with destroyed robot wheel still attracting robots forever
3 * fixed bug with time gate switch deactivating after robot wheel time
4 (while the time gate itself is not affected by this misbehaviour)
5 * changed behaviour of BD style amoeba to always get blocked by player
6 (before it was different when there were non-BD elements in level)
7 * fixed bug with player destroying indestructable elements with shield
10 * added option to make growing elements grow into anything diggable
11 (for the various amoeba types, biomaze and "game of life")
14 * fixed bug with movable elements not moving after left behind by CEs
15 * changed gravity movement to anything diggable, not only sand/base
16 * optionally allowing passing to walkable element, not only empty space
17 * added option "can pass to walkable element" for players
18 * finally fixed gravity movement (hopefully)
21 * fixed bug with movable elements not moving anymore after falling down
24 * fixed another bug with custom elements digging and leaving elements
25 * fixed bug with "along left/right side" and automatic start direction
26 * trigger elements now also displayed when "more custom" deactivated
27 * fixed bug with clipboard element initialized when loading new level
28 * added option "drop delay" to set delay before dropping next element
31 * uploaded pre-release (test) version 3.1.0-1 binary and source code
34 * added copy and paste functions for custom change pages
35 * enhanced graphical display and functionality of tape recorder
36 * fixed bug with custom elements digging and leaving elements
39 * added move speed faster than "very fast" for custom elements
40 * fixed bug with 3+3 style explosions and missing border content
41 * fixed little bug when copying custom elements in the editor
42 * enhanced custom element changes by more side trigger actions
45 * added option "no scrolling when relocating" for instant teleporting
46 * uploaded pre-release (test) version 3.1.0-0 binary and source code
49 * added trigger element and trigger player to use as target elements
50 * added copy and paste functions for custom and group elements
53 * fixed graphical bug when displaying explosion animations
54 * fixed bug when appending to tapes, resulting in broken tapes
55 * re-recorded a few tapes broken by fixing gravity checking bug
58 * "can move into acid" property now for all elements independently
59 * "can fall into acid" property for player stored in same bitfield now
60 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
61 * version number set to 3.1.0 (finally!)
64 * changed tape recording to only record input, not programmed actions
67 * fixed totally broken (every 8th frame skipped) step-by-step recording
68 * fixed bug with requester not displayed when quick-loading interrupted
69 * added option "can fall into acid (with gravity)" for players
70 * fixed bug with player not falling when snapping down with gravity
73 * fixed bug which messed up key config when using keypad number keys
76 * fixed bug which allowed moving upwards even when gravity was active
77 * fixed bug with missing error handling when dumping levels or tapes
80 * added different colored editor graphics for Supaplex gravity tubes
83 * fixed bug that allowed solvable tapes for unsolvable levels
86 * use unlimited number of droppable elements when "count" set to zero
87 * added option to use step limit instead of time limit for level
90 * added player and change page as trigger for custom element change
93 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
96 * fixed bug with dark yamyam changing to acid when moving over acid
97 * fixed handling of levels with more than 999 seconds level time
98 (example: level 76 of "Denmine")
101 * "spring push bug" reintroduced as configurable element property
102 * fixed bug with missing properties for "mole"
103 * fixed bug that showed up when fixing the above "mole" properties bug
104 * added option "can move into acid" for all movable elements
105 * fixed graphical bug for elements moving into acid
106 * changed event handling to handle all pending events before going on
109 * fixed bug which caused all CE change pages to be ignored which had
110 the same change event, but used a different element side
111 (reported by Simon Forsberg)
113 * fixed bug which caused elements that can move and fall and that are
114 transported by a conveyor belt to continue moving into that direction
115 after leaving the conveyor belt, regardless of their own movement
116 type; only elements which can not move are transported now
117 (reported by Simon Forsberg)
119 * fixed bug which could cause an array overflow in RelocatePlayer()
120 (reported by Niko Böhm)
122 * changed Emerald Mine style "passable / over" elements to "protected"
123 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
125 * added new option to select from which side a "walkable/passable"
126 element can be entered
129 * added explosion and ignition delay for elements that can explode
132 * fixed bug which caused player not being protected against enemies
133 when a CE was "walkable / inside" and was not "indestructible"
134 * added "walkable/passable" fields to be "protected/unprotected"
135 against enemies, even if not accessible "inside" but "over/under"
138 * corrected move pattern to 32 bit and initial move direction to 8 bit
141 * added second custom element base configuration page
144 * added some special EMC mappings to Emerald Mine level loader
145 (also covering previously unknown element in level 0 of "Bondmine 8")
148 * added option to block last field when player is moving (for Supaplex)
149 * adjusted push delay of Supaplex elements
150 * removed delays for envelopes etc. when replaying with maximum speed
151 * fixed bug when dropping element on a field that just changed to empty
154 * fixed bug: infotrons can now smash yellow disks
155 * fixed bug: when gravity active, port above player can now be entered
156 * removed "one white dot" mouse pointer which irritated some people
159 * added "choice type" for group element selection
162 * fixed bug with initial invulnerability of non-yellow player
165 * added level loader for loading native Supaplex packed levels
166 (including multi-part levels like the "splvls99" levels)
169 * fixed bug which allowed creating emeralds by escaping explosions
172 * custom elements can change (limited) or leave (unlimited) elements
173 * finally added multiple matches using group elements
174 * added shortcut to dump brush (type ":DB" in editor) for use in forum
177 * added new start movement type "previous" for continued CE movement
178 * added new start movement type "random" for random CE movement start
181 * added new element "sokoban_field_player" needed for Sokoban levels
182 (thanks to Ed Booker for pointing this out!)
185 * added elements that can be digged or left behind by custom elements
188 * added group elements for multiple matches and random element creation
191 * fixed some graphical errors displayed in old levels
194 * fixed wrong double speed movement after passing closing gates
197 * added level loader for loading native Emerald Mine levels
200 * changes for "shooting" style CE movement
203 * Happy New Year! ;-)
206 * changed default snap/drop keys from left/right Shift to Control keys
209 * fixed bug with dead player getting reanimated from custom element
212 * fixed bug with wrong penguin graphics (when entering exit)
215 * fixed bug with wrong "Murphy" graphics (when digging etc.)
218 * version number set to 3.0.9
221 * version 3.0.8 released
224 * added function checked_free()
227 * fixed bug with double nut cracking sound
228 (by eliminating "default element action sound" assignment in init.c)
231 * fixed crash when no music info files are available
234 * fixed boring and sleeping sounds
237 * added "maze runner" and "maze hunter" movement types
238 * added extended collision conditions for custom elements
241 * added warnings for undefined token values in artwork config files
244 * added menu entry for level set information to the info screen
247 * fixed bug with wrong default impact sound for colored emeralds
250 * added several sub-screens for the info screen
251 * menu text now also clickable (not only blue/red sphere left of it)
254 * added configurable "bored" and "sleeping" animations for the player
255 * added "awakening" sound for player when waking up after sleeping
258 * added "copy" and "exchange" functions for custom elements to editor
261 * added configurable element animations for info screen
264 * added configurable music credits for info screen
267 * finally fixed tape recording when player is created from CE change
270 * added "editorsetup.conf" for editor element list configuration
273 * added "musicinfo.conf" for menu and level music configuration
276 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
277 (that only showed up on Linux, but not on Windows systems)
280 * fixed turning movement of butterflies and fireflies (no frame reset)
281 * enhanced sniksnak turning movement (two steps instead of only one)
284 * version number set to 3.0.8
287 * version 3.0.7 released
290 * fixed reset of player animation frame when, for example,
291 walking, digging or collecting share the same animation
292 * fixed CE with "deadly when touching" exploding when touching amoeba
295 * fixed tape recording when player is created from CE element change
298 * introduced "turning..." action graphic for elements with move delay
299 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
300 * added turning animations for bug, spaceship and sniksnak
303 * prevent "extended" changed elements from delay change in same frame
306 * fixed bug when pushing element that can move away to the side
307 (like pushing falling elements, but now with moving elements)
310 * finally fixed serious bug in code for delayed element pushing (again)
313 * unavailable setup options now marked as "n/a" instead of "off"
314 * new boolean directive "latest_engine" for "levelinfo.conf": when set
315 to "true", levels are always played with the latest game engine,
316 which is desired for levels that are imported from other games; all
317 other levels are played with the engine version stored in level file
318 (which is normally the engine version the level was created with)
321 * fixed serious bug in code for delayed element pushing
322 * fixed little bug in animation frame selection for pushed elements
323 * speed-up of reading config file for verbose output
326 * added configuration option for opening and closing Supaplex exit
327 * added configuration option for moving up/down animation for Murphy
328 * fixed incorrectly displayed animation for attacking dragon
329 * fixed bug with not setting initial gravity for each new game
330 * fixed bug with teleportation of player by custom element change
331 * fixed bug with player not getting smashed by rock sometimes
334 * version number set to 3.0.7
337 * version 3.0.6 released
340 * added support for MP3 music for SDL version through SMPEG library
343 * fixed bug when initializing font graphic structure
344 * fixed bug with animation mode "pingpong" when using only 1 frame
345 * fixed bug with extended change target introduced in 3.0.5
346 * fixed bug where passing over moving element doubles player speed
347 * fixed bug with elements continuing to move into push direction
348 * fixed bug with duplicated player when dropping bomb with shield on
349 * added "switching" event for custom elements ("pressing" only once)
350 * fixed switching bug (resetting flag when not switching but not idle)
353 * fixed element tokens for certain file elements with ".active" etc.
356 * version number set to 3.0.6
359 * version 3.0.5 released
362 * now four envelope elements available
363 * font, background, animation and sound for envelope now configurable
364 * main menu doors opening/closing animation type now configurable
367 * active/inactive sides configurable for custom element changes
368 * new movement type "move when pushed" available for custom elements
371 * fixed bug in multiple config pages loader code that caused crashes
374 * enhanced (remaining low-resolution) Supaplex graphics
377 * version number set to 3.0.5
380 * version 3.0.4 released
382 2003-09-12 src/tools.c
383 * fixed bug in custom definition of crumbled element graphics
385 2003-09-11 src/files.c
386 * fixed bug in multiple config pages code that caused crashes
389 * version number set to 3.0.4
392 * version 3.0.3 released
395 * added music to Supaplex classic level set
397 2003-09-07 src/libgame/misc.c
398 * added support for loading various music formats through SDL_mixer
400 2003-09-06 (various source files)
401 * fixed several nasty bugs that may have caused crashes on some systems
402 * added envelope content which gets displayed when collecting envelope
403 * added multiple change event pages for custom elements
405 2003-08-24 src/game.c
406 * fixed problem with player animation when snapping and moving
408 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
409 * fixed problem with flickering when drawing toon animations
411 2003-08-23 src/libgame/sdl.c
412 * fixed problem with setting mouse cursor in SDL version in fullscreen
414 2003-08-23 src/game.c
415 * fixed bug (missing array boundary check) which could crash the game
418 * version number set to 3.0.3
421 * version 3.0.2 released
423 2003-08-21 src/game.c
424 * fixed bug with creating inaccessible elements at player position
426 2003-08-20 src/init.c
427 * fixed bug with not finding current level artwork directory
429 2003-08-20 src/files.c
430 * fixed bug with choosing wrong engine version when playing tapes
431 * fixed bug with messing up custom element properties in 3.0.0 levels
434 * version number set to 3.0.2
437 * version 3.0.1 released
439 2003-08-17 (no source files affected)
440 * changed all "classic" PCX image files with 16 colors or less to
441 256 color (8 bit) storage format, because the Allegro game library
442 cannot handle PCX files with less than 256 colors (contributed
443 graphics are not affected and might look wrong in the DOS version)
445 2003-08-16 src/init.c
446 * fixed bug which (for example) crashed the level editor when defining
447 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
448 (only set to default) -- invalid graphics now set to default graphic
450 2003-08-16 src/init.c
451 * fixed graphical bug of player digging/collecting/snapping element
452 when no corresponding graphic/animation is defined for this action,
453 resulting in player being drawn as EL_EMPTY (which should only be
454 done to elements being collected, but not to the player)
456 2003-08-16 src/game.c
457 * fixed small graphical bug of player not totally moving into exit
459 2003-08-16 src/libgame/setup.c
460 * fixed bug with wrong MS-DOS 8.3 filename conversion
462 2003-08-16 src/tools.c
463 * fixed bug with invisible mouse cursor when pressing ESC while playing
465 2003-08-16 (various source files)
466 * added another 128 custom elements (disabled in editor by default)
468 2003-08-16 src/editor.c
469 * fixed NULL string bug causing Solaris to crash in sprintf()
471 2003-08-16 src/screen.c
472 * fixed drawing over scrollbar on level selection with custom fonts
474 2003-08-15 src/game.c
475 * cleanup of simple sounds / loop sounds / music settings
477 2003-08-08 (various source files)
478 * added custom element property for dropping collected elements
480 2003-08-08 src/conf_gfx.c
481 * fixed bug with missing graphic for active red disk bomb
483 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
484 * extended variable "level.gravity" to "level.initial_gravity" and
485 "game.current_gravity" to prevent level setting from being changed
486 by playing the level (keeping the runtime value after playing)
488 * fixed graphics bug when digging element that has 'crumbled' graphic
489 definition, but not 'diggable' graphic definition
492 * version number set to 3.0.1
495 * version 3.0.0 released
498 * various bug fixes; among others:
499 - fixed bug with pushing spring over empty space
500 - fixed bug with leaving tube while placing dynamite
501 - fixed bug with explosion of smashed penguins
502 - allow Murphy player graphic in levels with non-Supaplex elements
506 * I have forgotten to document changes for some time
509 * pre-release version 2.2.0rc1 released
512 * version number set to 2.1.2
515 * version 2.1.1 released
518 * version number set to 2.1.1
521 * version 2.1.0 released
524 * version number set to 2.1.0
526 2002-04-03 to 2002-05-19 (various source files)
527 * graphics, sounds and music now fully configurable
528 * bug fixed that prevented walking through tubes when gravity on
530 2002-04-02 src/events.c, src/editor.c
531 * Make Escape key less aggressive when playing or when editing level.
532 This can be configured as an option in the setup menu. (Default is
533 "less aggressive" which means "ask user if something can be lost"
534 when pressing the Escape key.)
536 2002-04-02 src/screen.c
537 * Added "graphics setup" screen.
539 2002-04-01 src/screen.c
540 * Changed "choose level" setup screen stuff to be more generic (to
541 make it easier to add more "choose from generic tree" setup screens).
543 2002-04-01 src/config.c, src/timestamp.h
544 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
545 automatically gets created by "src/Makefile" and contains an actual
546 compile-time timestamp to identify development versions of the game).
548 2002-03-31 src/tape.c, src/events.c
549 * Added quick game/tape save/load functions to tape stuff which can be
550 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
551 loads previously recorded tape and directly goes into recording mode
552 from the end of the tape (therefore appending to the tape).
554 2002-03-31 src/tape.c
555 * Added "index mark" function to tape recorder. When playing or
556 recording, "eject" button changes to "index" button. Setting index
557 mark is not yet implemented, but pressing index button when playing
558 allows very quick advancing to end of tape (when normal playing),
559 very fast forward mode (when playing with normal fast forward) or
560 very fast reaching of "pause before end of tape" (when playing with
561 "pause before end" playing mode).
563 2002-03-30 src/cartoons.c
564 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
566 2002-03-29 src/screen.c
567 * Changed setup screen stuff to be more generic (to make it easier
568 to add more setup screens).
570 2002-03-23 src/main.c, src/main.h
571 * Various changes due to the introduction of the new libgame files
572 "setup.c" and "joystick.c".
574 2002-03-23 src/files.c
575 * Generic parts of "src/files.c" (mainly setup and level directory
576 stuff) moved to new libgame file "src/libgame/setup.c".
578 2002-03-23 src/joystick.c
579 * File "src/joystick.c" moved to libgame source tree, with
580 correspondig changes.
582 2002-03-22 src/screens.c
583 * "HandleChooseLevel()": Another bug in level series navigation fixed.
584 (Wrong level series information displayed when entering main group.)
586 2002-03-22 src/editor.c
587 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
589 2002-03-22 src/editor.c
590 * Changed behaviour of "Escape" key in level editor to be more
591 intuitive: When in "Element Properties" or "Level Info" mode,
592 return to "Drawing Mode" instead of leaving the level editor.
594 2002-03-21 src/game.c, src/editor.c, src/files.c
595 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
596 gems (emeralds, diamonds, ...) slipping down from normal wall,
597 steel wall and growing wall (as in E.M.C. style levels). Although
598 the behaviour of contributed and private levels wasn't changed (due
599 to the use of "level.game_version"; see previous entry), editing
600 those levels will (of course) change the behaviour accordingly.
602 This change seems a bit too hard after thinking about it, because
603 the EM style behaviour is not the "expected" behaviour (gems would
604 normally only slip down from "rounded" walls). Therefore this was
605 now changed to an element property for gem style elements, with the
606 default setting "off" (which means: no special EM style behaviour).
607 To fix older converted levels, this flag is set to "on" for pre-2.0
608 levels that are neither contributed nor private levels.
610 2002-03-20 src/files.h
611 * Corrected settings for "level.game_version" depending of level type.
612 (Contributed and private levels always get played with game engine
613 version they were created with, while converted levels always get
614 played with the most recent version of the game engine, to let new
615 corrections of the emulation behaviour take effect.)
617 2002-03-20 src/main.h
618 * Added "#include <time.h>". This seems to be needed by "tape.c" for
619 compiling the SDL version on some systems.
620 Thanks to the several people who pointed this out.
623 * Version number set to 2.0.2.
626 * Version 2.0.1 released.
628 2002-03-18 src/screens.c
629 * "HandleChooseLevel()": Small bug in level series navigation fixed.
631 2002-03-18 src/files.c [src/libgame/misc.c]
632 * Moved some common functions from src/files.c to src/libgame/misc.c.
634 2002-03-18 src/files.c [src/libgame/misc.c]
635 * Changed permissions for new directories and saved files (especially
636 score files) according to suggestions of Debian users and mantainers.
637 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
639 2002-03-17 src/files.c
640 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
641 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
642 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
643 for levels and "TAPE" for tapes). Old "cookie" style format is
644 still supported for reading. New level and tape files are written
647 * New IFF chunk "VERS" contains version numbers for file and game
648 (where "game version" is the version of the program that wrote the
649 file, and "file version" is a version number to distinguish files
650 with different format, for example after adding new features).
652 2002-03-15 src/screen.c
653 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
654 (Before, you heard a mixture of the in-game music and the
657 2002-03-14 src/events.c
658 * Function "DumpTape()" (files.c) now available by pressing 't' from
659 main menu (when in DEBUG mode).
661 2002-03-14 src/game.c
662 * "GameWon()": When game was won playing a tape, now there is no delay
663 raising the score and no corresponding sound is played.
665 2002-03-14 src/files.c
666 * Changed "LoadTape()" for real chunk support and also adjusted
667 "SaveTape()" accordingly.
669 2002-03-14 src/game.c, src/tape.c, src/files.c
670 * Important changes to tape format: The old tape format stored all
671 actions with a real effect with a corresponding delay between the
672 stored actions. This had some major disadvantages (for example,
673 push delays had to be ignored, pressing a button for some seconds
674 mutated to several single button presses because of the non-action
675 delays between two action frames etc.). The new tape format just
676 stupidly records all device actions and replays them later. I really
677 don't know why I haven't solved it that way before?! Old-style tapes
678 (with tape file version less than 2.0) get converted to the new
679 format on-the-fly when loading and can therefore still be played;
680 only some minor parts of the old-style tape handling code was needed.
681 (A perfect conversion is not possible, because there is information
682 missing about the device actions between two action frames.)
684 2002-03-14 src/files.c
685 * New function "DumpTape()" to dump the contents of the current tape
686 in a human readable format.
688 2002-03-14 src/game.c
689 * Small tape bug fixed: When automatically advancing to next level
690 after a game was won, the tape from the previous level still was
691 loaded as a tape for the new level.
693 2002-03-14 src/tape.c
694 * Small graphical bug fixed: When pressing ""Record" or "Play" on
695 tape, cartoons did not get completely removed because
696 StopAnimation() was not called.
698 2002-03-13 src/files.c
699 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
700 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
701 size even when using 16-bit elements). Added new chunk "CNT2" for
702 16-bit amoeba content (previously written in 8-bit field in "HEAD"
703 chunk even when content was 16-bit element). "CNT2" should now be
704 able to store content for arbitrary elements (up to eight blocks of
705 3 x 3 element arrays). All "CNT2" elements will always be stored as
706 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
708 2002-03-13 src/files.c
709 * Changed "LoadLevel()" for real chunk support.
711 2002-03-12 src/game.c
712 * Fixed problem (introduced after 2.0.0 release) with penguins
713 not getting killed by enemies
715 2002-02-24 src/game.c, src/main.h
716 * Added "player->is_moving"; now "player->last_move_dir" does
717 not contain any information if the player is just moving at
719 Before, "player->last_move_dir" was misused for this purpose
720 for the robot stuff (robots don't kill players when they are
721 moving). But setting "player->last_move_dir" to MV_NO_MOVING
722 broke tapes when walking through pipes!
723 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
724 in a continuous movement. This fact is ignored for friends and