2 * version 3.2.6.1 released
5 * fixed bug with element_info[e].gfx_element not being initialized in
6 early game stage, causing native graphics in EMC level sets to be
7 mapped completely to EL_EMPTY (causing a blank screen when playing)
8 (this only happened when starting the program with an EMC set with
9 native graphics, but not when switching to such a set at runtime)
12 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
13 and using self-compiled, patched SDL.dll that solves this problem
14 (interim solution until release of SDL 1.2.14 that should fix this)
17 * extended backwards compatibility mode to allow already fixed bug with
18 change actions (see "2008-02-05") for existing levels (especially the
19 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
22 * reactivated workaround to prevent program crashes due to blitting to
23 the same SDL surface that apparently only occurs on Windows systems
24 (this is no final solution; this problem needs further investigation)
27 * version number set to 3.2.6.1
30 * version 3.2.6.0 released
33 * fixed behaviour of player option "no centering when relocating" which
34 was incorrect when disabled and relocation target inside visible area
35 and "no scrolling when relocating" enabled at the same time
38 * fixed problems with re-mapping players on playfield to input devices:
39 previously, players found on the level playfield were changed to the
40 players connected to input devices (for example, player 3 in the level
41 was changed to player 1 (using artwork of player 3, to be able to use
42 a player with a different color)); this had the disadvantage that CE
43 conditions using player elements did not work (because the players in
44 the level definition are different to those effectively used in-game);
45 the new system uses the same player elements as defined in the level
46 playfield and re-maps the input devices of connected players to the
47 corresponding player elements when playing the level (in the above
48 example, player 3 now really exists in the game and is moved using the
49 events from input device 1); level tapes still store the events from
50 input devices 1 to 4, which are then re-mapped to players accordingly
51 when re-playing the tape (just as it is done when playing the level)
54 * fixed bug with player relocation while the player switches an element
57 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
58 not walkable (and did not let the player enter) when in process of
59 opening, but not fully open yet (which can cause the player not being
60 able to enter the exit in EM/DC style levels in time)
63 * fixed some bugs regarding the new level/CE random seed reset options
66 * moved "level settings" and "editor settings" to two tabbed screens in
67 level editor to gain space for additional level property settings
68 * added level setting to start a level with always the same random seed
69 * added CE action "set random seed" to re-initialize random seed in game
70 (this is the only CE action that gets executed before the CE changes,
71 which is needed to use the newly set random seed during the CE change)
74 * fixed redraw problem of special editor door when playing from editor
77 * fixed initialization of gfx_element for level sketch image creation
80 * added switch for EM style dynamite "[ ] explodes with chain reaction"
81 (with default set to "on" for existing levels, but "off" for all new
82 levels), as EM style dynamite does not chain-explode in original EM
85 * added optional initial inventory for players (pre-collected elements)
86 * added change page actions "set player inventory" and "set CE artwork"
87 * added recognition of "player" parameter on change pages when player
88 actions are defined, but no trigger player in corresponding condition
89 (this resulted in actions that only affected the first player before)
90 * fixed bug with change actions being executed for newly created custom
91 elements resulting from custom element changes, when the intention was
92 only to check for change actions for the previous custom element
95 * changed design and size of element drawing area in level editor
96 * added "element used as action parameter" to element change actions
99 * added possibility to reanimate player immediately after his death
100 (for example, by "change to <player> when explosion of <player>")
103 * fixed bug with "gray" white door not being uncovered by magnifier
104 * added score for collecting (any) key to the white key config page
107 * added condition "deadly when <getting hit by>" for custom elements
108 that behaves a bit like the existing "deadly when <colliding with>",
109 but with the following differences:
110 - it only kills players or friends when it was moving before it hits
111 - it does not kill players or friends that try to run into it
114 * fixed the following change conditions where a player element is used
115 as the "element that is triggering the custom element change":
118 - explosion of <element>
120 (the last two conditions already worked partially, but only for the
121 first player, and not for the "Murphy" player when using "move of")
124 * fixed crash bug caused by accessing invalid element (with value -1)
125 in UpdateGameControlValues()
126 * fixed graphical bug when using two-tile movement animations with EMC
127 game engine without explicitly using native EMC graphics engine
130 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
131 try to push something (due to push delay) does not cause a dig action
134 * fixed bug with reference elements used as trigger elements on custom
135 element change pages not being recognized
136 * fixed bug with reference elements not being removed from the playfield
137 * added engine functionality that allows custom elements that "can dig"
138 other elements not only to do so when moving by themselves, but also
139 when being pushed by the player (therefore adding the functionality to
140 push one element over another element, replacing it with the new one)
143 * added command line function to write level sketch images to directory
146 * merged override and auto-override options into new override options
147 with a new data type than can take the values "no", "yes" and "auto"
150 * fixed growing steel wall to also leave behind steel wall instead of
151 normal, destructible wall
152 * fixed handling of rocks falling through stacks of quicksand with
153 different speed (before, the rocks just got stuck in the quicksand)
156 * fixed nasty bug with auto-override and normal override not working on
157 program startup (especially when current level set has custom artwork)
160 * version 3.2.5 released as special edition "R'n'D jue"
163 * fixed X11 crash bug when blitting masked title screens over background
166 * changed build system to support special editions (like "R'n'D jue")
167 * added (hardcoded) loading graphics for "R'n'D jue" special edition
168 * fixed X11 crash bug when scaling images with width/height less than 32
171 * added "background.PLAYING" (only visible as two-pixel border in game)
172 * added default level set for first start of special R'n'D version
173 * changed door animations for editor always behaving like "quick doors"
176 * added new custom artwork setup option "auto-override non-CE sets" for
177 automatic artwork override that is only used for level sets without
178 custom element artwork (as it does not make much sense to override
179 any artwork that redefines custom element artwork for sets using CEs)
180 * fixed default artwork for "special" R'n'D versions always using the
181 "classic" artwork as the base if base artwork is not explicitly
182 defined in "levelinfo.conf", regardless of different default artwork
183 used by the special R'n'D version -- this is needed because any such
184 custom artwork is designed using the "classic" artwork definitions as
185 the base (including menu definitions and screen positions etc., which
186 would otherwise be taken from the different special default artwork)
189 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
190 for both EMC and R'n'D graphics engine (heavy workarounds needed due
191 to massively broken handling of quicksand in R'n'D game engine)
192 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
193 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
196 * fixed small bug in toon drawing (introduced when fixing the crash bug)
199 * added graphics definition "game.panel.highscore" to display the
200 current levels current high score in the game panel
203 * version number set to 3.2.5
206 * version 3.2.4 released
209 * fixed crash bug in toon drawing functions for large step offset values
212 * fixed some problems with displaying game panel when quick-loading tape
215 * fixed (experimental only) redrawing of every tile per frame (even if
216 unneeded) for the extended (R'n'D based) EMC graphics engine
217 * added optimization to only calculate element count for panel display
218 if really needed (that is, if element count values defined on panel)
219 * fixed problem with special editor door redraw when entering main menu
222 * fixed bug with displaying background for title messages on info screen
223 * some code cleanup for the extended (R'n'D based) EMC graphics engine
226 * fixed bug with CE action "move player" always resulting in player 4
227 if there was a CE action with no trigger player (because the player
228 element was calculated by using log_2() from trigger player bits with
229 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
230 triggering player bit mask and handling all players in "move player"
231 * fixed bug when defined artwork cannot be found for artwork that has
232 default artwork cloned from other artwork (without default filename)
233 * added several fixes to the extended (R'n'D based) EMC graphics engine
236 * fixed broken editor copy and paste for custom elements between levels
239 * title messages are now also searched in graphics artwork directory;
240 those found in graphics directory have precendence over those found
241 in level directory -- this handles title messages stored in graphics
242 directories as part of the artwork set, just like title images; this
243 makes sense, as corresponding special font definitions for messages
244 are usually defined in the same graphics artwork directory, and also
245 because title images and title messages that are combined in a level
246 set introduction should usually not be separated when the level set
247 is used with a different artwork set (e.g. using "override graphics")
248 * fixed problem with door borders on main screen by first drawing doors
249 and then the corresponding border masks, but not vice versa
250 * fixed problem with artwork config entries using the value "[DEFAULT]";
251 this does not what one might expect, but sets the value to an invalid
252 value -- solution: simply ignore such entries, which results in this
253 value keeping its previous (real) default value (in general, entries
254 that should use their default value should just not be defined here)
255 * fixed problem with wrong fading area size from main menu to setup menu
258 * fixed problem with broken crumbled graphics after level set changes
259 when using R'n'D custom artwork with level sets using the EMC engine
262 * fixed invisible "joysticks deactivated ..." text on setup input screen
265 * added use of hashes created from static lists (element tokens, image
266 config, font tokens) to speed up lookup of configuration parameters
267 * fixed bug where element and graphic config token lookup was mixed up
270 * added "busy" animation when initializing program and loading artwork
271 * added initialization profiling for program startup (debugging only)
274 * fixed(?) very strange bug apparently triggered by memset() when code
275 was cross-compiled with MinGW cross-compiler for Windows XP platform
276 (this only happened when using SDL.dll also self-compiled with MinGW)
279 * added graphics engine directive "border.draw_masked_when_fading" that
280 enables/disables drawing of border mask over screen that is just faded
283 * fixed small problem with separate fading definition for game screen
286 * added additional configuration directives for setup screen draw offset
287 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
288 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
289 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
290 used to define draw offset on custom artwork selection screens and
291 "CHOOSE_OTHER" is used on all other list style selection screens, like
292 choosing game speed or screen mode for fullscreen mode)
293 * added additional configuration directives to define main menu buttons:
294 - menu.button_name and menu.button_name.active
295 - menu.button_levels and menu.button_levels.active
296 - menu.button_scores and menu.button_scores.active
297 - menu.button_editor and menu.button_editor.active
298 - menu.button_info and menu.button_info.active
299 - menu.button_game and menu.button_game.active
300 - menu.button_setup and menu.button_setup.active
301 - menu.button_quit and menu.button_quit.active
302 * added eight pure decoration graphic definitions for the game panel
305 * added support for accessing native Diamond Caves II level packages
306 * fixed displaying of game panel values for Emerald Mine game engine
307 * fixed displaying end-of-level time and score values on new game panel
310 * added game panel control to display arbitrary elements on game panel
311 * added game panel control to display custom element score (globally
312 unique for identical custom elements) either as value or as element
313 * added ".draw_masked" and ".draw_order" to game panel control drawing
316 * fixed some general bugs with handling of ".active" elements and fonts
319 * cleanup of game panel elements (some elements were not really needed)
320 * added displaying of gravity state (on/off) as new game panel control
321 * added animation for game panel elements (similar to game elements)
324 * added new pseudo game mode "PANEL" to define panel fonts and graphics
325 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
326 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
327 (else graphics would have to use ".PLAYING", which would be confusing)
328 * fixed bug when fading out to game screen with border mask defined
331 * added attribute ".tile_size" for element style game panel controls
334 * added <space> key as additional valid key to use for confirm requester
337 * improved menu fading, adding separate fading definitions for entering
338 and leaving a "content" screen (in general), and optional definitions
339 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
342 * added (currently invisible) setup option to define scroll delay value
343 * fixed small bug in priority handling when auto-detecting level start
344 position in levels without player element (but player from CE etc.)
345 * added option "game.forced_scroll_delay_value" to override user choice
346 of scroll delay value for certain level sets with "graphicsinfo.conf"
347 * replaced setup option "scroll delay: on/off" by new setup option that
348 directly allows selecting the desired scroll delay value from 0 to 8
351 * added displaying of most game panel control elements (not animated)
354 * added new configuration directives to display additional game engine
355 values on the game control panel, like the following examples:
356 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
357 - game.panel.penguins - number of penguins to rescue
358 - game.panel.level_name - level name of current level
361 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
364 * added new player option "no centering when relocating" for "invisible"
365 teleportations to level areas that look exactly the same, giving the
366 illusion that the player did not relocate at all (this was the default
367 since 3.2.3, but caused visual problems with room creation in "Zelda")
368 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
371 * improved menu fading, adding separate fading definitions for entering
372 and leaving a menu and for fading between menu and "content" screens
373 * fixed small bug with recognizing also ".font_xyz" style definitions
376 * improved menu fading, adding separate fading definitions for fading
377 between menu screens and fading between menu and "destination" screens
380 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
381 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
382 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
383 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
385 * improved title fading, allowing fading animation types "none", "fade"
386 and "crossfade" (including cross-fading of last title to main menu)
389 * added configurability of graphics, sounds and music for title screens,
390 which are separated into initial title screens (only shown once at
391 program startup) and title screens shown for a given level set; these
392 title screens can be composed of up to five title images and up to
393 five title text messages (each drawn using an optional background
394 image), also using background music and/or sounds; aspects like
395 background images, sounds and music of title screens can either be
396 defined generally (valid for all title screens) or specifically (and
397 therefore differently for each title screen) using these directives:
399 to define a background image, sound or music file for all screens:
400 - background.TITLE_INITIAL (for all title screens for game startup)
401 - background.TITLE (for all title screens for level sets)
403 to define a background image, sound or music file for a single screen:
404 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
405 - background.titlescreen_x (with x in 1,2,3,4,5)
406 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
407 - background.titlemessage_x (with x in 1,2,3,4,5)
409 to define the title screen images:
410 - titlescreen_initial_x (with x in 1,2,3,4,5)
411 - titlescreen_x (with x in 1,2,3,4,5)
413 to define the title text messages, place text files into the level set
414 directory that have the following file names:
415 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
416 - titlemessage_x.txt (with x in 1,2,3,4,5)
418 to define the properties of the text messages, either use directives
419 that affect all text messages:
420 - [titlemessage_initial].<suffix>
421 - [titlemessage].<suffix>
422 or use directives that affect single text messages:
423 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
424 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
426 valid values for <suffix> are the same as for readme.<suffix> below;
427 use ".sort_priority" (default: 0) to define an arbitrary order for
428 title images and title messages (which can therefore be mixed)
431 * added full configurability of "readme.txt" screen appearance:
432 - readme.x: <left position used with alignment>
433 - readme.y: <top position>
434 - readme.width: <maximim text width in pixels>
435 - readme.height: <maximum text height in pixels>
436 - readme.chars: <maximum number of chars per line>
437 - readme.lines: <maximum number of lines displayed>
438 - readme.align: left,center,right (default: center)
439 - readme.top: top,middle,bottom (default: top)
440 - readme.font: font name
441 - readme.autowrap: true,false (default: true)
442 - readme.centered: true,false (default: false)
443 - readme.parse_comments: true,false (default: true)
444 - readme.sort_priority: (not used here, but only for title screens)
445 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
446 default), they are automatically determined from "readme.width" and
447 "readme.height" accordingly; when they are not "-1", they have
448 precedence over "readme.width" and "readme.height"
449 * added internal ad-hoc config settings for displaying text files like
450 title messages or "readme.txt" style level set info files:
451 - .font: font name (default: readme.font)
452 - .autowrap: true,false (default: readme.autowrap)
453 - .centered: true,false (default: readme.centered)
454 - .parse_comments: true,false (default: readme.parse_comments)
455 (the leading '.' and the separating ':' are mandatory here); to use
456 these ad-hoc settings, they have to be written inside a comment, like
457 "# .autowrap: false" or "# .centered: true"; these settings then
458 override the above global settings (they can even be used more than
459 once, like "# .centered: true", then some text that should be drawn
460 centered, then "# .centered: false" to go back to non-centered text;
461 important note: after using "# .parse_comments: false", or when using
462 "readme.parse_comments: false", detecting and parsing comments inside
463 the file is disabled and comments are just printed like normal text;
464 also be aware that all automatic text size calculations are done with
465 the font defined in "readme.font", while using different fonts using
466 "# .font: <font>" inside the text file may cause unexpected results
469 * changed some numerical limits in the level editor from 255 to 999
472 * added option "system.sdl_videodriver" to select SDL video driver
473 * added output of SDL video and audio driver to "version info" page
476 * added group element drawing to IntelliDraw drawing functions
477 * fixed animation resetting problem again (last try broke Snake Bite)
478 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
481 * added new (special) "include: <filename>" directive that works in all
482 configuration files (like "graphicsinfo.conf") and that has the same
483 effect as if that directive would be replaced with the content of the
484 specified file (this can be useful to split large configuration files
485 into several smaller ones and include them from one main file, or to
486 store configuration settings that always stay the same into a separate
487 file, while including it and only add those parts that really change)
490 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
493 * fixed bug in "InitMovingField()" where treating an integer array as
494 boolean caused wrong resetting of animations while elements are moving
495 * fixed problem with resetting animations when starting element change
498 * added sort priority for order of title screens and title messages
501 * changed end of game again: do not wait for the user to press a key
502 anymore, but directly ask/confirm tape saving and go to hall of fame
503 * re-enabled quitting of lost game by pressing space or return again
504 * added blanking of mouse pointer when displaying title screens
505 * added remaining menu draw offset definitions for info sub-screens
508 * added setup option to select game speed (from very slow to very fast)
509 * improved handling of title text messages (initial and for level set)
512 * added new options "auto-wrap" and "centered" for DC2 style envelopes
515 * fixed displaying and typing of player name when it is centered
516 * added special characters to be allowed for player name (not only A-Z)
519 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
520 (newer versions of the SDL library seem to not like this anymore)
523 * added code for configuration directives for control of game panel
526 * fixed small cosmetical bug with underlining property tabs in editor
529 * fixed small drawing bug in X11FadeRectangle
530 * added new elements for newly supported Diamond Caves II levels:
531 - EM/DC style exits that disappear after passing
532 - white key and gate (one white key needed for each white gate)
533 - fake gate (there is no key to open/pass this kind of gate!)
534 - extended magic wall which also handles pearls and crystals
538 * changed maximum value for endless loop detection to a higher value
539 (some levels really used very deep recursion without being endless)
542 * added new elements for newly supported Diamond Caves II levels:
543 - growing steel walls
544 - snappable land mine
547 * added new elements for newly supported Diamond Caves II levels:
548 - steel text elements
551 * added level file loader for native Diamond Caves II levels
554 * version number set to 3.2.4
557 * version 3.2.3 released
560 * fixed malloc/free bug when updating EMC artwork entries in level list
561 * added workaround (warning and request to quit the current game) when
562 changing elements cause endless recursion loop (which would otherwise
563 freeze the game, causing a crash-like program exit on some systems)
566 * fixed nasty string overflow bug when entering too long envelope text
569 * added feedback sounds for menu navigation "menu.item.activating" and
570 "menu.item.selecting" (for highlighting and executing menu entries)
573 * improved "no scrolling when relocating" to also consider scroll delay
574 (meaning that the player is not automatically centered in this case;
575 this makes it possible to "invisibly" relocate the player to a region
576 of the level playfield which looks the same as the old level region)
577 * fixed bug with not recognizing "main.input.name.align" when active
580 * fixed bug with displaying masked borders over title screens when
581 screen fading is disabled
584 * fixed infinite loop / crash bug when killing the player while having
585 a CE with the setting "kill player X when explosion of <player X>"
586 * added special editor graphic for "char_space" to distinguish it from
587 "empty_space" when editing a level (in-game graphics still the same)
590 * fixed nasty bug with initialization only done for the first player
593 * small change to handle loading empty element/content list micro chunks
596 * uploaded pre-release (test) version 3.2.3-0 binary and source code
599 * some optimizations on startup speed by reducing initial text output
602 * added caching of custom artwork information for faster startup times
605 * fixed graphical bug when using fewer menu entries on level selection
606 screen than usual (with "menu.list_size.LEVELS" directive)
607 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
608 the backbuffer to the backbuffer by error (with identical rectangle)
611 * fixed bug when displaying titlescreen with size less than element tile
612 * fixed bug that caused elements with "change when digging <e>" event
613 to change for _every_ digged element, not only those specified in <e>
614 * fixed bug that caused impact style collision when dropping element one
615 tile over the player that can both fall down and smash players
616 * fixed bug that caused impact style collision when element changed to
617 falling/smashing element over the player immediately after movement
620 * fixed bug that allowed making engine snapshots from the level editor
623 * fixed bugs with player name and current level positions on main screen
626 * added configuration directives for control of title screens:
627 - "title.fade_delay" for fading time
628 - "title.post_delay" for pause between screens (when not crossfading)
629 - "title.auto_delay" to automatically continue after some time
630 these settings can each be overridden by specifying them with titles:
631 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
632 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
633 fading mode can also be specified:
634 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
635 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
636 default is using normal fading for menues and initial title screens,
637 while using cross-fading for level set title screens
638 * fixed bug with background not drawn in Hall of Fame after game was won
641 * added configuration directives for the remaining main menu items
644 * added additional configuration directives for info screen draw offset:
645 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
646 * added additional configuration directives for preview info text
647 * limited mouse wheel sensitive screen area to scrollable screen area
650 * added highlighted menu text entries to menu navigation when selected
653 * fixed bug that prevented player from correctly being created in the
654 top left corner by a custom element change in a level without player
655 * fixed bug that prevented player from being killed when indestructible,
656 non-walkable element is placed on player position by extended change
657 * added configurable menu button, text and input positions to main menu
660 * added page fading effects for remaining info sub-screens
661 * fixed small bug that caused some delays when answering door request
664 * added directives "border.draw_masked.*" for menu/playfield area and
665 door areas to display overlapping/masked borders from "global.border"
668 * fixed bug with CE with move speed "not moving" not being animated
669 * when changing player artwork by CE action, reset animation frame
672 * fixed bug with not unmapping main menu screen gadgets on other screens
673 * fixed bug with un-pausing a paused game by releasing still pressed key
674 * fixed bug with not redrawing screen when toggling to/from fullscreen
675 mode while fast reloading tape (without redrawing playfield contents)
676 * fixed bug with quick-saving tape snapshot despite answering with "no"
679 * version number set to 3.2.3
682 * version 3.2.2 released
685 * fixed bug with redrawing screen in fullscreen mode after quick tape
686 reloading when using the EMC game engine
687 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
690 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
693 * added engine snapshot functionality for instant tape reloading (this
694 only works for the last tape saved using "quick save", and does not
695 work across program restarts, because it completely works in memory)
698 * version number set to 3.2.2
701 * version 3.2.1 released
704 * fixed nasty bugs with handling error message file on Mac OS X systems
707 * general code cleanup (removing many annoying "#if 0" blocks etc.)
710 * fixed bug that caused broken tapes when manually appending to tapes
711 using the "pause before death" functionality, followed by recording
712 * added setup option to disable fading of screens for faster testing
715 * code cleanup of new fading functions
718 * changed behaviour after solved game -- do not immediately stop engine
719 * added some more smooth screen fadings (game start, hall of fame etc.)
722 * fixed bug with displaying pushed CE with value/score/delay anim_mode
725 * added configurable level preview position, tile size and dimensions
726 * added configurable game panel value positions (gems, time, score etc.)
729 * fixed small bug with time displayed incorrectly when collecting CEs
732 * fixed bug with bumpy scrolling with EM engine in double player mode
735 * added compatibility code to fix "Snake Bite" style levels that were
736 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
739 * fixed bug with scrollbars inside editor when using the Windows mouse
740 enhancement tool "True X-Mouse" (which injects key events to the event
741 queue to insert selected stuff into the Windows clipboard, which gets
742 confused with the "Insert" key for jumping to the last editor cascade
743 block in the element list)
744 * added Rocks'n'Diamonds icon for use as window icon to SDL version
745 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
748 * added selection of preferred fullscreen mode to setup / graphics menu
749 (useful if default mode 800 x 600 does not match screen aspect ratio)
752 * improved down-scaling of images for better editor and preview graphics
753 * changed user data directory for Mac OS X from Unix style to new place
756 * improved level number selection in main menu and player selection in
757 setup menu (input devices section) by using standard button gadgets
758 * added support for mouse scroll wheel (caused buggy behaviour before)
759 * added support for scrolling horizontal scrollbars with mouse wheel by
760 holding "Shift" key pressed while scrolling the wheel
761 * added support for single step mouse wheel scrolling by holding "Alt"
762 key pressed while scrolling the wheel (can be combined with "Shift")
763 * changed output file "stderr.txt" on Windows platform now always to be
764 created in the R'n'D sub-directory of the personal documents directory
765 * added Windows message box to direct to "stderr.txt" after error aborts
768 * improved general scrollbar handling (when jump-scrolling scrollbars)
771 * changed scrollbars to always show last line as first after scrolling
772 (that means jumping n - 1 screen lines instead of n screen lines)
775 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
776 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
777 * fixed special handling of vertically stacked acid becoming fake acid
780 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
781 affect multiple instances of the same CE, although this kind of
782 change condition usually only affects one single custom element
785 * version number set to 3.2.1
788 * version 3.2.0 released
791 * reorganized level editor element list a bit to match engines better
794 * fixed newly introduced bug with wrongly initializing clipboard element
797 * fixed bug with displaying visible/invisible level border in editor
800 * reorganized some elements in the level editor element list
803 * fixed bug with displaying any player as "yellow" when moving into acid
804 * fixed bug with displaying running player when player stopped at border
807 * fixed bug with player exploding when moving into acid
808 * fixed bug with level settings being reset in editor and when playing
809 (some compatibility settings being set not only after level loading)
810 * fixed crash bug when number of custom graphic frames was set to zero
811 * fixed bug with teleporting player on walkable tile not working anymore
812 * added partial compatibility support for pre-release-only "CONF" chunk
813 (to make Alan Bond's "color cycle" demo work again :-) )
816 * fixed some bugs when displaying title screens from info screen menu
817 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
820 * changed file major version to 3 to reflect level file format changes
821 * uploaded pre-release (test) version 3.2.0-8 binary and source code
824 * added new chunk "NAME" to level file format for level name settings
825 * added new chunk "NOTE" to level file format for envelope settings
826 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
827 * updated magic(5) file to recognize changed and new level file chunks
828 * removed change events "change when CE value/score changes" as unneeded
831 * changed gravity (which only affects the player) from level property
832 to player property (only makes a difference in multi-player levels)
833 * added change events "change when CE value/score changes"
834 * added change events "change when CE value/score changes of <element>"
837 * added new chunk "INFO" to level file format for global level settings
838 * added all element settings from "HEAD" chunk to "CONF" chunk
839 * added all global level settings from "HEAD" chunk to "INFO" chunk
842 * changed level file format by adding two new chunks "CUSX" (for custom
843 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
844 elements, replacing the previous "GRP1" chunk); these new IFF style
845 chunks use the new and flexible "micro chunks inside chunks" technique
846 already used with the new "CONF" chunk (for normal element properties)
847 which makes it possible to easily extend the existing level format
848 (instead of using fixed-length chunks like before, which are either
849 too big due to reserved bytes for future use, or too small when those
850 reserved bytes have all been used and even more data should be stored,
851 requiring the replacement by new and larger chunks just like it went
852 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
855 * added credits pages to the "credits" section that were really missing
856 * added some missing element descriptions to the level editor
857 * added down position of switchgate switch to the level editor
858 and allowed the use of both switch positions at the same time
859 * changed use of "Insert" and "Delete" keys to navigate element list in
860 level editor to start of previous or next cascading block of elements
863 * added the possibility to view the title screen to the info screen menu
864 * fixed some minor bugs with viewing title screens
867 * fixed bug with title (cross)fading in/out when using fullscreen mode
870 * fixed bug that forced re-defining of menu settings in local graphics
871 config file which are already defined in existing base config file
872 * fixed small bug that caused door sounds playing when music is enabled
875 * added the possibility to define up to five title screens for each
876 level set that are displayed after loading using (cross)fading in/out
877 (this was added to display the various start images of the EMC sets)
880 * added "CE score gets zero [of]" to custom element trigger conditions
881 * added setup option to display element token name in level editor
884 * added compatibility code for Juergen Bonhagen's menu artwork settings
887 * fixed bug with displaying wrong animation frame 0 after CE changes
888 * fixed bug with creating invisible elements when light switch is on
891 * added selection between ECS and AGA graphics for EMC levels to setup
894 * adjusted font handling for various narrow EMC style fonts
897 * changed EM engine behaviour back to re-allow initial rolling springs
900 * fixed handling of over-large selectboxes (less error-prone now)
901 * fixed bug when creating GE with walkable element under the player
904 * added use of "Insert" and "Delete" keys to navigate element list in
905 level editor to start of custom elements or start of group elements
906 * added virtual elements to access CE value and CE score of elements:
907 - "CE value of triggering element"
908 - "CE score of triggering element"
909 - "CE value of current element"
910 - "CE score of current element"
913 * fixed "grass" to "sand" in older EM levels (up to file version V4)
916 * changed behaviour of network games with internal errors (because of
917 different client frame counters) from immediately terminating R'n'D
918 to displaying an error message requester and stopping only the game
919 (also to prevent impression of crashes under non command-line runs)
920 * fixed playing network games with the EMC engine (did not work before)
921 * fixed bug with not scrolling the screen in multi-player mode with the
922 focus on player 1 when all players are moving in different directions
923 * fixed bug with keeping pointer to gadget even after its deallocation
924 * fixed bug with allowing "focus on all players" in network games
925 * fixed bug with player focus when playing tapes from network games
928 * uploaded pre-release (test) version 3.2.0-7 binary and source code
931 * code cleanup for game action control for R'n'D and EMC game engine
934 * fixed bug in multi-player movement with focus on both players
935 * added option to control only the focussed player with all input
938 * added player focus switching to level tape recording and re-playing
941 * fixed some bugs in player focus switching in EMC and RND game engine
944 * added special Supaplex animations for Murphy digging and snapping
945 * added special Supaplex animations for Murphy being bored and sleeping
948 * added four new yam yams with explicit start direction for EMC engine
949 * fixed bug in src/libgame/text.c with printing text outside the window
952 * fixed small bug in EMC level loader (copyright sign in EM II levels)
955 * added delayed ignition of EM style dynamite when used in R'n'D engine
956 * added limited movement range to EMC engine when focus on all players
959 * fixed bug with missing (zero) score values for native Supaplex levels
962 * added "continuous snapping" (snapping many elements while holding the
963 snap key pressed, without releasing the snap key after each element)
964 as a new player setting for more compatibility with the classic games
967 * finished scrolling for "focus on all players" in EMC graphics engine
970 * level sets with "levels: 0" are ignored for levels, but not artwork
971 * fixed bug when scanning empty level group directories (endless loop)
974 * fixed bug with explosion graphic for player using "Murphy" graphic
975 * fixed bug with explosion graphic if player leaves explosion in time
976 * changed some descriptive text in setup menu to use medium-width font
977 * added key shortcut settings for switching player focus to setup menu
980 * fixed bug with random value initialization when recording tapes
981 * fixed bug with playing single player tapes when team mode activated
984 * fixed little bug when trying to switch to player that does not exist
987 * added player switching (visual and quick) to R'n'D and EM game engine
988 * added setup option to select visual or quick in-game player switching
991 * added use of "Home" and "End" keys to handle element list in editor
994 * fixed bug with adding score when playing tape with EMC game engine
995 * added steel wall border for levels using EMC engine without border
996 * finally fixed delayed scrolling in EMC engine also for small levels
999 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1002 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1003 * fixed bug when displaying info element without action, but direction
1006 * fixed minor graphical problems with springs smashing and slurping
1007 (when using R'n'D style graphics instead of EMC style graphics)
1010 * added scroll delay (as configured in setup) to EMC graphics engine
1013 * improved screen redraw for EMC graphics engine (faster and smoother)
1014 * when not scrolling, do not redraw the whole playfield if not needed
1017 * added multi-player mode for EMC game engine (with up to four players)
1020 * added android (can clone elements) from EMC engine to R'n'D engine
1023 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1026 * added selectbox for initial player speed to player settings in editor
1029 * version 3.1.2 created that is basically version 3.1.1, but with a
1030 major bug fixed that prevented editing your own private levels
1031 * version 3.1.2 released
1034 * added magic ball (creates elements) from EMC engine to R'n'D engine
1037 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1040 * fixed bug when using "CE can leave behind <trigger element>"
1041 * added new change condition "(after/when) creation of <element>"
1042 * added new change condition "(after/when) digging <element>"
1043 * fixed bug accessing invalid gadget that caused crashes under Windows
1044 * deactivated new possibility for multiple CE changes per frame
1047 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1050 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1051 * fixed bug with not keeping CE value for moving CEs with only action
1052 * changed CE action selectboxes in editor to be only reset when needed
1055 * added option "use artwork from element" for custom player artwork
1056 * added option "use explosion from element" for player explosions
1059 * added cascaded element lists in the level editor
1060 * added persistence for cascaded element lists by "editorcascade.conf"
1061 * added dynamic element list with all elements used in current level
1062 * added possibility for multiple CE changes per frame (experimental)
1065 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1068 * changed "score for each 10 seconds/steps left" to "1 second/step"
1069 * added own score for collecting "extra time" instead of sharing it
1070 * added change events "switched by player" and "player switches <e>"
1071 * added change events "snapped by player" and "player snaps <e>"
1072 * added "set player artwork: <element choice>" to CE action options
1073 * added change event "move of <element>"
1076 * added "set player shield: off / normal / deadly" to CE action options
1077 * added new player option "use level start element" in level editor
1078 to set the correct focus at level start to elements from which the
1079 player is created later (this did not work before for cascaded CE
1080 changes resulting in creation of the player; it is now also possible
1081 to create the player from a yam yam which is smashed at level start)
1084 * added "set player speed: frozen (not moving)" to CE action options
1085 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1088 * added new player option "block snap field" (enabled by default) to
1089 make it possible to show a snapping animation like in Emerald Mine
1092 * added dynamic selectboxes to custom element action settings in editor
1093 * added "CE value" counter for custom elements (instead of "CE count")
1094 * added option to use the last "CE value" after custom element change
1095 * added option to use the "CE value" of other elements in CE actions
1096 * fixed odd behaviour when pressing time orb in levels w/o time limit
1097 * added checkbox "use time orb bug" for older levels that use this bug
1100 * added missing configuration settings for the following elements:
1101 - EL_TIMEGATE_SWITCH (time of open time gate)
1102 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1103 - EL_SHIELD_NORMAL (time of shield duration)
1104 - EL_SHIELD_DEADLY (time of shield duration)
1105 - EL_EXTRA_TIME (time added to level time)
1106 - EL_TIME_ORB_FULL (time added to level time)
1109 * added "wind direction" as a movement pattern for custom elements
1110 * added initial wind direction for balloon / custom elements to editor
1111 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1114 * added parameters for "game of life" and "biomaze" elements to editor
1117 * added level file chunk "CONF" for generic level and element settings
1120 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1123 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1124 * added sound action ".page[1]" to ".page[32]" for each CE change page
1127 * added image config suffix ".clone_from" to copy whole image settings
1128 * fixed bug with invalid ("undefined") CE settings in old level files
1131 * fixed graphical bug with smashing elements falling faster than player
1134 * fixed major bug which prevented private levels from being edited
1135 * fixed bug with precedence of general and special font definitions
1138 * fixed graphical bug with player animation when player moves slowly
1141 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1144 * fixed bug which prevented "global.num_toons: 0" from working
1147 * major code cleanup (removed all these annoying "#if 0" blocks)
1150 * added custom element actions for CE change page in level editor
1153 * fixed music initialization bug in init.c (thanks to David Binderman)
1154 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1155 (this bug must probably be fixed at other places, too)
1158 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1159 (should be '#include <SDL.h>' instead)
1162 * fixed bug which prevented "walkable from no direction" from working
1163 (due to compatibility code overwriting this setting after loading)
1166 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1169 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1170 * version 3.1.1 released
1173 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1174 on 64-bit architecture systems with LP64 data model
1177 * fixed bug with bombs not exploding when hitting the last level line
1178 (introduced after the release of 3.1.0)
1181 * added support for dumping small-sized level sketches from editor
1184 * added recognition of "trigger element" for "change digged element to"
1185 (this is not really what the "trigger element" was made for, but its
1186 use may seem obvious for leaving back digged elements unchanged)
1189 * fixed multiple warnings about failed joystick device initialization
1192 * fixed bug with dynamite dropped on top of just dropped custom element
1193 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1194 dynamite can still be dropped, but drop key must be released before
1197 * fixed bug with wrong start directory when started from file browser
1198 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1201 * fixed bug causing "change when impact" on player not working
1202 * fixed wrong priority of "hitting something" over "hitting <element>"
1203 * fixed wrong priority of "hit by something" over "hit by <element>"
1206 * fixed graphical bug which caused the player (being Murphy) to show
1207 collecting animations although the element was collected by penguin
1210 * fixed two bugs causing wrong door background graphics in system.c
1211 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1214 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1215 * added "no direction" to "walkable/passable from" selectbox options
1218 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1219 * in tape autoplay, not only report broken, but also missing tapes
1222 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1225 * fixed small bug with "linear" animation not working for active lamp
1228 * fixed bug with moving up despite gravity due to "block last field"
1229 * fixed small bug with wrong draw offset when typing name in main menu
1230 * when reading user names from "passwd", ignore data after first comma
1231 * when creating new "levelinfo.conf", only write some selected entries
1234 * fixed displaying "imported from/by" on preview with empty string
1235 * fixed ignoring draw offset for fonts used for level preview texts
1238 * fixed a delay problem with SDL and too many mouse motion events
1239 * added setup option "skip levels" and level skipping functionality
1242 * added move speed "not moving" for non-moving CEs, but with direction
1245 * fixed mapping of obsolete element token names in "editorsetup.conf"
1246 * fixed bug with sound "acid.splashing" treated as a loop sound
1247 * fixed some little sound bugs in native EM engine
1250 * fixed small bug when dragging scrollbars to end positions
1253 * added editor element descriptions written by Aaron Davidson
1256 * improved fallback handling when configured artwork is not available
1257 (now using default artwork instead of exiting when files not found)
1260 * fixed bug on level selection screen when dragging scrollbar
1263 * fixed bug which caused broken tapes when appending to EM engine tapes
1266 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1269 * added code to replace changed artwork config tokens with other tokens
1270 (needed for backwards compatibility, so that older tokens still work)
1273 * added native R'n'D graphics for some new EMC elements in EM engine
1276 * fixed some bugs in the EM engine integration code
1277 * changed EM engine code to allow diagonal movement
1278 * changed EM engine code to allow use of separate snap and drop keys
1281 * fixed some redraw bugs when using EM engine
1284 * fixed bug with not converting RND levels which are set to use native
1285 engine to native level structure when loading
1288 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1291 * version number set to 3.2.0
1294 * level data now reset to defaults after attempt to load invalid file
1297 * added use of "editorsetup.conf" for different level sets
1300 * added auto-detection for various types of Emerald Mine level files
1303 * fixed bug with scrollbars getting too small when list is very large
1306 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1309 * added most level editor configuration gadgets for new EMC elements
1312 * added more element and graphic definitions for new EMC elements
1315 * modified native EM engine to use integrated R'n'D sound system
1318 * added SDL support to graphics functions in native EM engine
1319 (by always using generic libgame interface functions)
1322 * fixed bug in frame synchronization in native EM engine
1325 * added code to convert levels between R'n'D and native EM engine
1328 * new Emerald Mine engine can now play levels selected in main menu
1331 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1332 (which creates scaled down graphics for level editor and preview);
1333 there's still a memory leak somewhere in the artwork handling code
1334 * added "scale image up" functionality to X11 version of zoom function
1337 * first attempts to integrate new, native Emerald Mine Club engine
1340 * fixed bug in gadget code which caused reset of CEs in level editor
1341 (example: pressing 'b' [grab brush] on CE config page erased values)
1342 (solution: check if gadgets in ClickOnGadget() are really mapped)
1343 * improved level change detection in editor (settings now also checked)
1344 * fixed bug with "can move into acid" and "don't collide with" state
1347 * fixed maze runner style CEs to use the configured move delay value
1350 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1353 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1354 * fixed the above fix because it broke level set "machine" (*sigh*)
1355 * fixed random element placement in level editor to work as expected
1356 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1359 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1362 * fixed bug (missing array boundary check) which caused broken tapes
1363 * fixed bug (when loading level template) which caused broken levels
1364 * fixed bug with new block last field code when using non-yellow player
1367 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1368 * internal change of how the player blocks the last field when moving
1369 * fixed blocking delay of last field for EM and SP style block delay
1370 * fixed bug where the player had to wait for the usual move delay after
1371 unsuccessfully trying to move, when he directly could move after that
1372 * the last two changes should make original Supaplex level 93 solvable
1373 * improved use of random number generator to make it less predictable
1374 * fixed behaviour of slippery SP elements to let slip left, then right
1377 * fixed bug with wrong door state after trying to quickload empty tape
1378 * fixed waste of static memory usage of the binary, making it smaller
1379 * fixed very little graphical bug in Supaplex explosion
1382 * version number set to 3.1.1
1385 * version 3.1.0 released
1388 * fixed bug with crash when writing user levelinfo.conf the first time
1391 * added option "convert LEVELDIR [NR]" to command line batch commands
1392 * re-converted Supaplex levels to apply latest engine fixes
1393 * changed "use graphic/sound of element" to "use graphic of element"
1394 due to compatibility problems with some levels ("bug machine" etc.)
1397 * fixed bug with CE change replacing player with same or other player
1400 * fixed bug with opaque font in envelope with background graphic when
1401 background graphic is not transparent itself
1404 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1405 * corrected original Supaplex level loading code to use these new ports
1406 * also corrected Supaplex loader to auto-count infotrons if set to zero
1409 * fixed bug with missing initialization of "modified" flag for GEs
1412 * fixed bug that caused endless recursion loop when relocating player
1413 * fixed tape recorder bug in "step mode" when using "pause before end"
1414 * fixed tape recorder bug when changing from "warp forward" mode
1417 * fixed bug with "when touching" for pushed elements at last position
1420 * fixed bug that caused two activated toolbox buttons in level editor
1421 * fixed bug with exploding dynabomb under player due to other explosion
1424 * fixed bug with creating walkable custom element under player (again)
1425 * fixed bug with not copying explosion type when copying CEs in editor
1426 * fixed graphical bug when drawing player in setup menu (input devices)
1427 * fixed graphical bug when the player is pushing an accessible element
1428 * fixed bug with classic switchable elements triggering CE changes
1429 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1430 * fixed crash bug when CE leaves behind the trigger player element
1433 * fixed bug with broken tubes after placing/exploding dynamite in them
1434 * fixed bug with exploding dynamite under player due to other explosion
1435 * fixed bug with not resetting push delay under certain circumstances
1438 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1439 * added network multiplayer code for Windows (thanks to Niko Böhm)
1442 * added option "reachable despite gravity" for gravity movement
1443 * changed gravity movement of most classic walkable and passable
1444 elements back to "not reachable" (for compatibility reasons)
1447 * fixed (removed) "indestructible" / "can explode" dependency in editor
1448 * fixed (removed) "accessible inside" / "protected" dependency
1449 * fixed (removed) "step mode" / "shield time" dependency
1452 * fixed dynabombs exploding now into anything diggable
1453 * fixed Supaplex style gravity movement into buggy base now impossible
1454 * added pressing key "space" as valid action to select menu options
1457 * added "replace when walkable" to relocate player to walkable element
1458 * added "enter"/"leave" event for elements affected by relocation
1459 * fixed "direct"/"indirect" change order also for "when change" event
1460 * fixed graphical bug when pushing things from elements walkable inside
1463 * fixed graphic bug when player is snapping while moving in old levels
1464 * fixed bug when a moving custom element leaves a player element behind
1465 * fixed bug with mole not disappearing when moving into acid pool
1466 * fixed bug with incomplete path setting when using "--basepath" option
1467 * moving CE can now leave walkable elements behind under the player
1468 * when relocating, player can be set on walkable element now
1469 * fixed another gravity movement bug
1472 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1475 * added "collectible" and "removable" to extended replacement types
1476 (where "removable" replaces "diggable" and "collectible" elements)
1477 * added "collectible & throwable" (to throw element to the next field)
1478 * fixed bug with CEs digging elements that are just about to explode
1479 * changed mouse cursor now always being visible when game is paused
1482 * added possibility to push/press accessible elements from a side that
1484 * fixed bug with not setting actual date when appending to tape
1487 * fixed bug with incorrectly initialized custom element editor graphics
1490 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1491 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1494 * fixed bug with destroyed robot wheel still attracting robots forever
1495 * fixed bug with time gate switch deactivating after robot wheel time
1496 (while the time gate itself is not affected by this misbehaviour)
1497 * changed behaviour of BD style amoeba to always get blocked by player
1498 (before it was different when there were non-BD elements in level)
1499 * fixed bug with player destroying indestructable elements with shield
1502 * added option to make growing elements grow into anything diggable
1503 (for the various amoeba types, biomaze and "game of life")
1506 * fixed bug with movable elements not moving after left behind by CEs
1507 * changed gravity movement to anything diggable, not only sand/base
1508 * optionally allowing passing to walkable element, not only empty space
1509 * added option "can pass to walkable element" for players
1510 * finally fixed gravity movement (hopefully)
1513 * fixed bug with movable elements not moving anymore after falling down
1516 * fixed another bug with custom elements digging and leaving elements
1517 * fixed bug with "along left/right side" and automatic start direction
1518 * trigger elements now also displayed when "more custom" deactivated
1519 * fixed bug with clipboard element initialized when loading new level
1520 * added option "drop delay" to set delay before dropping next element
1523 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1526 * added copy and paste functions for custom change pages
1527 * enhanced graphical display and functionality of tape recorder
1528 * fixed bug with custom elements digging and leaving elements
1531 * added move speed faster than "very fast" for custom elements
1532 * fixed bug with 3+3 style explosions and missing border content
1533 * fixed little bug when copying custom elements in the editor
1534 * enhanced custom element changes by more side trigger actions
1537 * added option "no scrolling when relocating" for instant teleporting
1538 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1541 * added trigger element and trigger player to use as target elements
1542 * added copy and paste functions for custom and group elements
1545 * fixed graphical bug when displaying explosion animations
1546 * fixed bug when appending to tapes, resulting in broken tapes
1547 * re-recorded a few tapes broken by fixing gravity checking bug
1550 * "can move into acid" property now for all elements independently
1551 * "can fall into acid" property for player stored in same bitfield now
1552 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1553 * version number set to 3.1.0 (finally!)
1556 * changed tape recording to only record input, not programmed actions
1559 * fixed totally broken (every 8th frame skipped) step-by-step recording
1560 * fixed bug with requester not displayed when quick-loading interrupted
1561 * added option "can fall into acid (with gravity)" for players
1562 * fixed bug with player not falling when snapping down with gravity
1565 * fixed bug which messed up key config when using keypad number keys
1568 * fixed bug which allowed moving upwards even when gravity was active
1569 * fixed bug with missing error handling when dumping levels or tapes
1572 * added different colored editor graphics for Supaplex gravity tubes
1575 * fixed bug that allowed solvable tapes for unsolvable levels
1578 * use unlimited number of droppable elements when "count" set to zero
1579 * added option to use step limit instead of time limit for level
1582 * added player and change page as trigger for custom element change
1585 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1588 * fixed bug with dark yamyam changing to acid when moving over acid
1589 * fixed handling of levels with more than 999 seconds level time
1590 (example: level 76 of "Denmine")
1593 * "spring push bug" reintroduced as configurable element property
1594 * fixed bug with missing properties for "mole"
1595 * fixed bug that showed up when fixing the above "mole" properties bug
1596 * added option "can move into acid" for all movable elements
1597 * fixed graphical bug for elements moving into acid
1598 * changed event handling to handle all pending events before going on
1601 * fixed bug which caused all CE change pages to be ignored which had
1602 the same change event, but used a different element side
1603 (reported by Simon Forsberg)
1605 * fixed bug which caused elements that can move and fall and that are
1606 transported by a conveyor belt to continue moving into that direction
1607 after leaving the conveyor belt, regardless of their own movement
1608 type; only elements which can not move are transported now
1609 (reported by Simon Forsberg)
1611 * fixed bug which could cause an array overflow in RelocatePlayer()
1612 (reported by Niko Böhm)
1614 * changed Emerald Mine style "passable / over" elements to "protected"
1615 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1617 * added new option to select from which side a "walkable/passable"
1618 element can be entered
1621 * added explosion and ignition delay for elements that can explode
1624 * fixed bug which caused player not being protected against enemies
1625 when a CE was "walkable / inside" and was not "indestructible"
1626 * added "walkable/passable" fields to be "protected/unprotected"
1627 against enemies, even if not accessible "inside" but "over/under"
1630 * corrected move pattern to 32 bit and initial move direction to 8 bit
1633 * added second custom element base configuration page
1636 * added some special EMC mappings to Emerald Mine level loader
1637 (also covering previously unknown element in level 0 of "Bondmine 8")
1640 * added option to block last field when player is moving (for Supaplex)
1641 * adjusted push delay of Supaplex elements
1642 * removed delays for envelopes etc. when replaying with maximum speed
1643 * fixed bug when dropping element on a field that just changed to empty
1646 * fixed bug: infotrons can now smash yellow disks
1647 * fixed bug: when gravity active, port above player can now be entered
1648 * removed "one white dot" mouse pointer which irritated some people
1651 * added "choice type" for group element selection
1654 * fixed bug with initial invulnerability of non-yellow player
1657 * added level loader for loading native Supaplex packed levels
1658 (including multi-part levels like the "splvls99" levels)
1661 * fixed bug which allowed creating emeralds by escaping explosions
1664 * custom elements can change (limited) or leave (unlimited) elements
1665 * finally added multiple matches using group elements
1666 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1669 * added new start movement type "previous" for continued CE movement
1670 * added new start movement type "random" for random CE movement start
1673 * added new element "sokoban_field_player" needed for Sokoban levels
1674 (thanks to Ed Booker for pointing this out!)
1677 * added elements that can be digged or left behind by custom elements
1680 * added group elements for multiple matches and random element creation
1683 * fixed some graphical errors displayed in old levels
1686 * fixed wrong double speed movement after passing closing gates
1689 * added level loader for loading native Emerald Mine levels
1692 * changes for "shooting" style CE movement
1695 * Happy New Year! ;-)
1698 * changed default snap/drop keys from left/right Shift to Control keys
1701 * fixed bug with dead player getting reanimated from custom element
1704 * fixed bug with wrong penguin graphics (when entering exit)
1707 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1710 * version number set to 3.0.9
1713 * version 3.0.8 released
1716 * added function checked_free()
1719 * fixed bug with double nut cracking sound
1720 (by eliminating "default element action sound" assignment in init.c)
1723 * fixed crash when no music info files are available
1726 * fixed boring and sleeping sounds
1729 * added "maze runner" and "maze hunter" movement types
1730 * added extended collision conditions for custom elements
1733 * added warnings for undefined token values in artwork config files
1736 * added menu entry for level set information to the info screen
1739 * fixed bug with wrong default impact sound for colored emeralds
1742 * added several sub-screens for the info screen
1743 * menu text now also clickable (not only blue/red sphere left of it)
1746 * added configurable "bored" and "sleeping" animations for the player
1747 * added "awakening" sound for player when waking up after sleeping
1750 * added "copy" and "exchange" functions for custom elements to editor
1753 * added configurable element animations for info screen
1756 * added configurable music credits for info screen
1759 * finally fixed tape recording when player is created from CE change
1762 * added "editorsetup.conf" for editor element list configuration
1765 * added "musicinfo.conf" for menu and level music configuration
1768 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1769 (that only showed up on Linux, but not on Windows systems)
1772 * fixed turning movement of butterflies and fireflies (no frame reset)
1773 * enhanced sniksnak turning movement (two steps instead of only one)
1776 * version number set to 3.0.8
1779 * version 3.0.7 released
1782 * fixed reset of player animation frame when, for example,
1783 walking, digging or collecting share the same animation
1784 * fixed CE with "deadly when touching" exploding when touching amoeba
1787 * fixed tape recording when player is created from CE element change
1790 * introduced "turning..." action graphic for elements with move delay
1791 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1792 * added turning animations for bug, spaceship and sniksnak
1795 * prevent "extended" changed elements from delay change in same frame
1798 * fixed bug when pushing element that can move away to the side
1799 (like pushing falling elements, but now with moving elements)
1802 * finally fixed serious bug in code for delayed element pushing (again)
1805 * unavailable setup options now marked as "n/a" instead of "off"
1806 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1807 to "true", levels are always played with the latest game engine,
1808 which is desired for levels that are imported from other games; all
1809 other levels are played with the engine version stored in level file
1810 (which is normally the engine version the level was created with)
1813 * fixed serious bug in code for delayed element pushing
1814 * fixed little bug in animation frame selection for pushed elements
1815 * speed-up of reading config file for verbose output
1818 * added configuration option for opening and closing Supaplex exit
1819 * added configuration option for moving up/down animation for Murphy
1820 * fixed incorrectly displayed animation for attacking dragon
1821 * fixed bug with not setting initial gravity for each new game
1822 * fixed bug with teleportation of player by custom element change
1823 * fixed bug with player not getting smashed by rock sometimes
1826 * version number set to 3.0.7
1829 * version 3.0.6 released
1832 * added support for MP3 music for SDL version through SMPEG library
1835 * fixed bug when initializing font graphic structure
1836 * fixed bug with animation mode "pingpong" when using only 1 frame
1837 * fixed bug with extended change target introduced in 3.0.5
1838 * fixed bug where passing over moving element doubles player speed
1839 * fixed bug with elements continuing to move into push direction
1840 * fixed bug with duplicated player when dropping bomb with shield on
1841 * added "switching" event for custom elements ("pressing" only once)
1842 * fixed switching bug (resetting flag when not switching but not idle)
1845 * fixed element tokens for certain file elements with ".active" etc.
1848 * version number set to 3.0.6
1851 * version 3.0.5 released
1854 * now four envelope elements available
1855 * font, background, animation and sound for envelope now configurable
1856 * main menu doors opening/closing animation type now configurable
1859 * active/inactive sides configurable for custom element changes
1860 * new movement type "move when pushed" available for custom elements
1863 * fixed bug in multiple config pages loader code that caused crashes
1866 * enhanced (remaining low-resolution) Supaplex graphics
1869 * version number set to 3.0.5
1872 * version 3.0.4 released
1874 2003-09-12 src/tools.c
1875 * fixed bug in custom definition of crumbled element graphics
1877 2003-09-11 src/files.c
1878 * fixed bug in multiple config pages code that caused crashes
1881 * version number set to 3.0.4
1884 * version 3.0.3 released
1887 * added music to Supaplex classic level set
1889 2003-09-07 src/libgame/misc.c
1890 * added support for loading various music formats through SDL_mixer
1892 2003-09-06 (various source files)
1893 * fixed several nasty bugs that may have caused crashes on some systems
1894 * added envelope content which gets displayed when collecting envelope
1895 * added multiple change event pages for custom elements
1897 2003-08-24 src/game.c
1898 * fixed problem with player animation when snapping and moving
1900 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1901 * fixed problem with flickering when drawing toon animations
1903 2003-08-23 src/libgame/sdl.c
1904 * fixed problem with setting mouse cursor in SDL version in fullscreen
1906 2003-08-23 src/game.c
1907 * fixed bug (missing array boundary check) which could crash the game
1910 * version number set to 3.0.3
1913 * version 3.0.2 released
1915 2003-08-21 src/game.c
1916 * fixed bug with creating inaccessible elements at player position
1918 2003-08-20 src/init.c
1919 * fixed bug with not finding current level artwork directory
1921 2003-08-20 src/files.c
1922 * fixed bug with choosing wrong engine version when playing tapes
1923 * fixed bug with messing up custom element properties in 3.0.0 levels
1926 * version number set to 3.0.2
1929 * version 3.0.1 released
1931 2003-08-17 (no source files affected)
1932 * changed all "classic" PCX image files with 16 colors or less to
1933 256 color (8 bit) storage format, because the Allegro game library
1934 cannot handle PCX files with less than 256 colors (contributed
1935 graphics are not affected and might look wrong in the DOS version)
1937 2003-08-16 src/init.c
1938 * fixed bug which (for example) crashed the level editor when defining
1939 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1940 (only set to default) -- invalid graphics now set to default graphic
1942 2003-08-16 src/init.c
1943 * fixed graphical bug of player digging/collecting/snapping element
1944 when no corresponding graphic/animation is defined for this action,
1945 resulting in player being drawn as EL_EMPTY (which should only be
1946 done to elements being collected, but not to the player)
1948 2003-08-16 src/game.c
1949 * fixed small graphical bug of player not totally moving into exit
1951 2003-08-16 src/libgame/setup.c
1952 * fixed bug with wrong MS-DOS 8.3 filename conversion
1954 2003-08-16 src/tools.c
1955 * fixed bug with invisible mouse cursor when pressing ESC while playing
1957 2003-08-16 (various source files)
1958 * added another 128 custom elements (disabled in editor by default)
1960 2003-08-16 src/editor.c
1961 * fixed NULL string bug causing Solaris to crash in sprintf()
1963 2003-08-16 src/screen.c
1964 * fixed drawing over scrollbar on level selection with custom fonts
1966 2003-08-15 src/game.c
1967 * cleanup of simple sounds / loop sounds / music settings
1969 2003-08-08 (various source files)
1970 * added custom element property for dropping collected elements
1972 2003-08-08 src/conf_gfx.c
1973 * fixed bug with missing graphic for active red disk bomb
1975 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1976 * extended variable "level.gravity" to "level.initial_gravity" and
1977 "game.current_gravity" to prevent level setting from being changed
1978 by playing the level (keeping the runtime value after playing)
1980 * fixed graphics bug when digging element that has 'crumbled' graphic
1981 definition, but not 'diggable' graphic definition
1984 * version number set to 3.0.1
1987 * version 3.0.0 released
1990 * various bug fixes; among others:
1991 - fixed bug with pushing spring over empty space
1992 - fixed bug with leaving tube while placing dynamite
1993 - fixed bug with explosion of smashed penguins
1994 - allow Murphy player graphic in levels with non-Supaplex elements
1998 * I have forgotten to document changes for some time
2001 * pre-release version 2.2.0rc1 released
2004 * version number set to 2.1.2
2007 * version 2.1.1 released
2010 * version number set to 2.1.1
2013 * version 2.1.0 released
2016 * version number set to 2.1.0
2018 2002-04-03 to 2002-05-19 (various source files)
2019 * graphics, sounds and music now fully configurable
2020 * bug fixed that prevented walking through tubes when gravity on
2022 2002-04-02 src/events.c, src/editor.c
2023 * Make Escape key less aggressive when playing or when editing level.
2024 This can be configured as an option in the setup menu. (Default is
2025 "less aggressive" which means "ask user if something can be lost"
2026 when pressing the Escape key.)
2028 2002-04-02 src/screen.c
2029 * Added "graphics setup" screen.
2031 2002-04-01 src/screen.c
2032 * Changed "choose level" setup screen stuff to be more generic (to
2033 make it easier to add more "choose from generic tree" setup screens).
2035 2002-04-01 src/config.c, src/timestamp.h
2036 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2037 automatically gets created by "src/Makefile" and contains an actual
2038 compile-time timestamp to identify development versions of the game).
2040 2002-03-31 src/tape.c, src/events.c
2041 * Added quick game/tape save/load functions to tape stuff which can be
2042 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2043 loads previously recorded tape and directly goes into recording mode
2044 from the end of the tape (therefore appending to the tape).
2046 2002-03-31 src/tape.c
2047 * Added "index mark" function to tape recorder. When playing or
2048 recording, "eject" button changes to "index" button. Setting index
2049 mark is not yet implemented, but pressing index button when playing
2050 allows very quick advancing to end of tape (when normal playing),
2051 very fast forward mode (when playing with normal fast forward) or
2052 very fast reaching of "pause before end of tape" (when playing with
2053 "pause before end" playing mode).
2055 2002-03-30 src/cartoons.c
2056 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2058 2002-03-29 src/screen.c
2059 * Changed setup screen stuff to be more generic (to make it easier
2060 to add more setup screens).
2062 2002-03-23 src/main.c, src/main.h
2063 * Various changes due to the introduction of the new libgame files
2064 "setup.c" and "joystick.c".
2066 2002-03-23 src/files.c
2067 * Generic parts of "src/files.c" (mainly setup and level directory
2068 stuff) moved to new libgame file "src/libgame/setup.c".
2070 2002-03-23 src/joystick.c
2071 * File "src/joystick.c" moved to libgame source tree, with
2072 correspondig changes.
2074 2002-03-22 src/screens.c
2075 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2076 (Wrong level series information displayed when entering main group.)
2078 2002-03-22 src/editor.c
2079 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2081 2002-03-22 src/editor.c
2082 * Changed behaviour of "Escape" key in level editor to be more
2083 intuitive: When in "Element Properties" or "Level Info" mode,
2084 return to "Drawing Mode" instead of leaving the level editor.
2086 2002-03-21 src/game.c, src/editor.c, src/files.c
2087 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2088 gems (emeralds, diamonds, ...) slipping down from normal wall,
2089 steel wall and growing wall (as in E.M.C. style levels). Although
2090 the behaviour of contributed and private levels wasn't changed (due
2091 to the use of "level.game_version"; see previous entry), editing
2092 those levels will (of course) change the behaviour accordingly.
2094 This change seems a bit too hard after thinking about it, because
2095 the EM style behaviour is not the "expected" behaviour (gems would
2096 normally only slip down from "rounded" walls). Therefore this was
2097 now changed to an element property for gem style elements, with the
2098 default setting "off" (which means: no special EM style behaviour).
2099 To fix older converted levels, this flag is set to "on" for pre-2.0
2100 levels that are neither contributed nor private levels.
2102 2002-03-20 src/files.h
2103 * Corrected settings for "level.game_version" depending of level type.
2104 (Contributed and private levels always get played with game engine
2105 version they were created with, while converted levels always get
2106 played with the most recent version of the game engine, to let new
2107 corrections of the emulation behaviour take effect.)
2109 2002-03-20 src/main.h
2110 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2111 compiling the SDL version on some systems.
2112 Thanks to the several people who pointed this out.
2115 * Version number set to 2.0.2.
2118 * Version 2.0.1 released.
2120 2002-03-18 src/screens.c
2121 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2123 2002-03-18 src/files.c [src/libgame/misc.c]
2124 * Moved some common functions from src/files.c to src/libgame/misc.c.
2126 2002-03-18 src/files.c [src/libgame/misc.c]
2127 * Changed permissions for new directories and saved files (especially
2128 score files) according to suggestions of Debian users and mantainers.
2129 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2131 2002-03-17 src/files.c
2132 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2133 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2134 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2135 for levels and "TAPE" for tapes). Old "cookie" style format is
2136 still supported for reading. New level and tape files are written
2139 * New IFF chunk "VERS" contains version numbers for file and game
2140 (where "game version" is the version of the program that wrote the
2141 file, and "file version" is a version number to distinguish files
2142 with different format, for example after adding new features).
2144 2002-03-15 src/screen.c
2145 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2146 (Before, you heard a mixture of the in-game music and the
2147 hall-of-fame music.)
2149 2002-03-14 src/events.c
2150 * Function "DumpTape()" (files.c) now available by pressing 't' from
2151 main menu (when in DEBUG mode).
2153 2002-03-14 src/game.c
2154 * "GameWon()": When game was won playing a tape, now there is no delay
2155 raising the score and no corresponding sound is played.
2157 2002-03-14 src/files.c
2158 * Changed "LoadTape()" for real chunk support and also adjusted
2159 "SaveTape()" accordingly.
2161 2002-03-14 src/game.c, src/tape.c, src/files.c
2162 * Important changes to tape format: The old tape format stored all
2163 actions with a real effect with a corresponding delay between the
2164 stored actions. This had some major disadvantages (for example,
2165 push delays had to be ignored, pressing a button for some seconds
2166 mutated to several single button presses because of the non-action
2167 delays between two action frames etc.). The new tape format just
2168 stupidly records all device actions and replays them later. I really
2169 don't know why I haven't solved it that way before?! Old-style tapes
2170 (with tape file version less than 2.0) get converted to the new
2171 format on-the-fly when loading and can therefore still be played;
2172 only some minor parts of the old-style tape handling code was needed.
2173 (A perfect conversion is not possible, because there is information
2174 missing about the device actions between two action frames.)
2176 2002-03-14 src/files.c
2177 * New function "DumpTape()" to dump the contents of the current tape
2178 in a human readable format.
2180 2002-03-14 src/game.c
2181 * Small tape bug fixed: When automatically advancing to next level
2182 after a game was won, the tape from the previous level still was
2183 loaded as a tape for the new level.
2185 2002-03-14 src/tape.c
2186 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2187 tape, cartoons did not get completely removed because
2188 StopAnimation() was not called.
2190 2002-03-13 src/files.c
2191 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2192 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2193 size even when using 16-bit elements). Added new chunk "CNT2" for
2194 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2195 chunk even when content was 16-bit element). "CNT2" should now be
2196 able to store content for arbitrary elements (up to eight blocks of
2197 3 x 3 element arrays). All "CNT2" elements will always be stored as
2198 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2200 2002-03-13 src/files.c
2201 * Changed "LoadLevel()" for real chunk support.
2203 2002-03-12 src/game.c
2204 * Fixed problem (introduced after 2.0.0 release) with penguins
2205 not getting killed by enemies
2207 2002-02-24 src/game.c, src/main.h
2208 * Added "player->is_moving"; now "player->last_move_dir" does
2209 not contain any information if the player is just moving at
2211 Before, "player->last_move_dir" was misused for this purpose
2212 for the robot stuff (robots don't kill players when they are
2213 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2214 broke tapes when walking through pipes!
2215 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2216 in a continuous movement. This fact is ignored for friends and