2 * fixed problem with scrolling in native EM engine in multi-user mode
3 (this bug was just introduced with the experimental viewport stuff)
4 * fixed animation of splashing acid in EM engine with classic artwork
5 * fixed animation of cracking nut in EM engine with classic artwork
6 * fixed (implemented) single step mode in native EM and SP engines
7 * fixed "latest_engine" flag in classic levels (moved to single sets)
8 * updated SDL library DLLs for Windows to the latest release versions
9 * replaced EM and SP set in classic level set with native level files
10 * finally added a newly written "CREDITS" file to the game package
11 * removed sampled music loops from classic music set
14 * changed native Emerald Mine engine to support different viewport sizes
17 * changed native Supaplex engine to support different viewport sizes
20 * added initial, experimental support for different viewport properties
21 (with "viewports" being menu/playfield area and doors; currently the
22 size of the menu/playfield area and door positions can be redefined)
25 * added initial, experimental support for different window sizes
28 * added support for native Sokoban solution files in pure 'udlrUDLR'
29 format with extension ".sln" instead of ".tape" for solution tapes
32 * added image config suffix ".class" to be able to define classes of
33 crumbled elements which are then separated against each others when
34 drawing crumbled borders (class names can freely be defined)
35 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
36 emc_grass" results in sand and emc_grass being crumbled separately,
37 even if directly adjacent on the playfield.)
38 * added image config suffix ".style" to use two new features for
40 - "accurate_borders": try to draw correctly crumbled corners (which
41 means that a row of crumbled elements does not have two crumbled
42 corners for each element in the row, but only at the "real" corners
43 at the start and the end of the row of elements)
44 - "inner_corners": also draw inner corners in concave constructions
45 of several crumbled elements -- this is currently a big kludge: the
46 number of frames for crumbled graphic must be "2", with the first
47 frame as usual (crumbled graphic), while the second frame contains
48 the graphic with inner (crumbled) corners for the crumbled graphic
49 (These two features are mainly intended for bevelled walls, not for
50 diggable elements like sand; "inner_corners" only works reliably for
51 static walls, not for in-game dynamically changing walls using CEs.)
54 * finished code cleanup of native Supaplex game engine
57 * started code cleanup of native Supaplex game engine
60 * integrated playing sound effects into native Supaplex game engine
63 * added configurable key shortcuts for the tape recorder buttons
66 * added (hidden) function to save native Supaplex levels with tape as
67 native *.sp file containing level with demo (saved with a file name
68 similar to native R'n'D levels, but with ".sp" extension instead of
69 ".level"); to use this functionality, enter ":save-native-level" or
70 ":snl" from the main menu with the native Supaplex level loaded and
71 the appropriate tape loaded to the tape recorder
72 * fixed potential crash bug caused by illegal array access in engine
73 snapshot loading and saving code
74 * changed setting permissions of score files to be world-writable if
75 the program is not installed and running setgid to allow the program
76 to modify existing score files when run as a different user (which
77 allows cheating, of course, as the score files are not protected
78 against modification in this case)
79 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
80 the top level Makefile for Debian / Ubuntu installations
81 * added saving read-only levels from editor into personal level set
82 (thanks to Bela Lubkin for the above four patches)
85 * added updating of game values on the panel to Supaplex game engine
88 * finished integrating R'n'D graphics engine into Supaplex game engine
89 (although some animations do not support full customizability yet)
92 * done integrating R'n'D graphics engine into file "Infotron.c"
93 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
96 * integrated engine snapshot functionality into Supaplex game engine
99 * fixed bug in native Supaplex engine that broke several demo solutions
100 * fixed bug with re-initializing already existing elements in function
101 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
102 counted a second time, making the currently playing level unsolvable)
103 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
104 * done integrating R'n'D graphics engine into file "Electrons.c"
105 * done integrating R'n'D graphics engine into file "Zonk.c"
108 * done integrating R'n'D graphics engine into file "Murphy.c"
109 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
112 * started integrating R'n'D graphics engine into Supaplex game engine
115 * added small kludge that allows transparent pushing animation over
116 non-black background (by using "game.use_masked_pushing: true")
117 * added editor flag to Sokoban field/object elements to automatically
118 finish solved Sokoban style levels (even if they contain non-Sokoban
119 elements, which prevents auto-enabling this feature for such levels)
122 * added new element "from_level_template" which is replaced by element
123 from level template at same playfield position when loaded (currently
124 not accessible from level editor, but only used for special Sokoban
125 level conversion when using "special_flags: load_xsb_to_ces")
126 * added special behaviour for "special_flags: load_xsb_to_ces": global
127 settings of individual level files are overwritten by template level
128 (except playfield size, level name, level author and template flag)
131 * added handling of gravity ports when converting Supaplex style R'n'D
132 levels to native Supaplex levels for playing with Supaplex engine
135 * fixed bug in Supaplex engine regarding initial screen scroll position
138 * fixed EMC style pushing animations in the R'n'D graphics engine (when
139 using ".2nd_movement_tile" for animations having start and end tile)
140 * for this to work (look) properly for two-tile pushing animations with
141 non-black (i.e. opaque) background, the pushing graphics drawing order
142 was changed to first draw the pushed element, then the player (maybe
143 this should be controlled by an ".anim_mode" flag yet to be added)
144 * two-tile animations for moving or pushing should have 7 frames for
145 normal speed, 15 frames for half speed etc. to display correct frames
146 * two-tile animations are also displayed correctly with different speed
147 settings for the player (for pushing animations) or moving elements
150 * added searching for template level (file "template.level") not only
151 inside the level set directory, but also in above level directories;
152 this makes is possible to use the same single template level file
153 (placed in a level group directory) for many level sub-directories
156 * fixed bug with steel exit being destructible during opening phase
157 * added token "special_flags" to "levelinfo.conf" (currently with the
158 only recognized value "load_xsb_to_ces", doing the same as the flag
159 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
160 converting all elements in native (XSB) Sokoban level files to CEs)
163 * fixed some problems with Supaplex engine when compiling for Windows
166 * added special mode to convert elements of Sokoban XSB levels to CEs
167 by adding "-Dload_xsb_to_ces" to the command line starting the game
168 (also adding a dependency to a template level file "template.level")
171 * added reading native Sokoban levels and level packages (XSB files)
174 * fixed bugs in (auto)scrolling behaviour when passing ports or when
175 wrapping around the playfield through "holes" in the playfield border
178 * changed internal playfield bitmap handling from playfield sized bitmap
179 to screen sized bitmap (visible scrolling area), therefore speeding up
180 graphics operations (by eliminating bitmap updates in invisible areas)
181 and removing playfield size limitations due to increasing bitmap size
182 for larger playfield sizes (while the new implementation always uses
183 a fixed playfield bitmap size for arbitrary internal playfield sizes)
186 * fixed bug with single step mode (there were some cases where the game
187 did not automatically return to pause mode, e.g. when trying to push
188 things that cannot be pushed or when trying to run against a wall)
191 * added support for loading Supaplex levels in MPX level file format
194 * fixed SP engine to set "game over" not before lead out counter done
197 * fixed (potential) compile error when using GCC option "-std=gnu99"
198 (thanks to Tom "spot" Callaway)
201 * fixed array allocation in native Supaplex engine to correctly handle
202 preceding scratch buffers (needed because of missing border checking)
203 * fixed playfield initialization to correctly add raw header bytes as
204 subsequent scratch buffer (needed because of missing border checking)
207 * most important parts of native Supaplex engine integration working:
208 - native Supaplex levels can be played in native Supaplex engine
209 - native Supaplex level/demo files ("*.sp" files) can be re-played
210 - all 111 classic original Supaplex levels automatically solvable
211 - native Supaplex engine can be selected and used from level editor
212 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
215 * fixed another translation problem from VisualBasic to C (where "int"
216 should be "short") causing unsolvable demos with bugs and terminals
217 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
220 * fixed bug when reading Supaplex single level files (preventing loader
221 from seeking to level position like in Supaplex level package files)
224 * first classic Supaplex level running and solved by solution/demo tape
227 * started with integration of native Supaplex engine, using source code
228 of Megaplex from Frank Schindler, based on original Supaplex engine
231 * version number set to 3.2.6.2
234 * version 3.2.6.1 released
237 * fixed bug with element_info[e].gfx_element not being initialized in
238 early game stage, causing native graphics in EMC level sets to be
239 mapped completely to EL_EMPTY (causing a blank screen when playing)
240 (this only happened when starting the program with an EMC set with
241 native graphics, but not when switching to such a set at runtime)
244 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
245 and using self-compiled, patched SDL.dll that solves this problem
246 (interim solution until release of SDL 1.2.14 that should fix this)
249 * extended backwards compatibility mode to allow already fixed bug with
250 change actions (see "2008-02-05") for existing levels (especially the
251 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
254 * reactivated workaround to prevent program crashes due to blitting to
255 the same SDL surface that apparently only occurs on Windows systems
256 (this is no final solution; this problem needs further investigation)
259 * version number set to 3.2.6.1
262 * version 3.2.6.0 released
265 * fixed behaviour of player option "no centering when relocating" which
266 was incorrect when disabled and relocation target inside visible area
267 and "no scrolling when relocating" enabled at the same time
270 * fixed problems with re-mapping players on playfield to input devices:
271 previously, players found on the level playfield were changed to the
272 players connected to input devices (for example, player 3 in the level
273 was changed to player 1 (using artwork of player 3, to be able to use
274 a player with a different color)); this had the disadvantage that CE
275 conditions using player elements did not work (because the players in
276 the level definition are different to those effectively used in-game);
277 the new system uses the same player elements as defined in the level
278 playfield and re-maps the input devices of connected players to the
279 corresponding player elements when playing the level (in the above
280 example, player 3 now really exists in the game and is moved using the
281 events from input device 1); level tapes still store the events from
282 input devices 1 to 4, which are then re-mapped to players accordingly
283 when re-playing the tape (just as it is done when playing the level)
286 * fixed bug with player relocation while the player switches an element
289 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
290 not walkable (and did not let the player enter) when in process of
291 opening, but not fully open yet (which can cause the player not being
292 able to enter the exit in EM/DC style levels in time)
295 * fixed some bugs regarding the new level/CE random seed reset options
298 * moved "level settings" and "editor settings" to two tabbed screens in
299 level editor to gain space for additional level property settings
300 * added level setting to start a level with always the same random seed
301 * added CE action "set random seed" to re-initialize random seed in game
302 (this is the only CE action that gets executed before the CE changes,
303 which is needed to use the newly set random seed during the CE change)
306 * fixed redraw problem of special editor door when playing from editor
309 * fixed initialization of gfx_element for level sketch image creation
312 * added switch for EM style dynamite "[ ] explodes with chain reaction"
313 (with default set to "on" for existing levels, but "off" for all new
314 levels), as EM style dynamite does not chain-explode in original EM
317 * added optional initial inventory for players (pre-collected elements)
318 * added change page actions "set player inventory" and "set CE artwork"
319 * added recognition of "player" parameter on change pages when player
320 actions are defined, but no trigger player in corresponding condition
321 (this resulted in actions that only affected the first player before)
322 * fixed bug with change actions being executed for newly created custom
323 elements resulting from custom element changes, when the intention was
324 only to check for change actions for the previous custom element
327 * changed design and size of element drawing area in level editor
328 * added "element used as action parameter" to element change actions
331 * added possibility to reanimate player immediately after his death
332 (for example, by "change to <player> when explosion of <player>")
335 * fixed bug with "gray" white door not being uncovered by magnifier
336 * added score for collecting (any) key to the white key config page
339 * added condition "deadly when <getting hit by>" for custom elements
340 that behaves a bit like the existing "deadly when <colliding with>",
341 but with the following differences:
342 - it only kills players or friends when it was moving before it hits
343 - it does not kill players or friends that try to run into it
346 * fixed the following change conditions where a player element is used
347 as the "element that is triggering the custom element change":
350 - explosion of <element>
352 (the last two conditions already worked partially, but only for the
353 first player, and not for the "Murphy" player when using "move of")
356 * fixed crash bug caused by accessing invalid element (with value -1)
357 in UpdateGameControlValues()
358 * fixed graphical bug when using two-tile movement animations with EMC
359 game engine without explicitly using native EMC graphics engine
362 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
363 try to push something (due to push delay) does not cause a dig action
366 * fixed bug with reference elements used as trigger elements on custom
367 element change pages not being recognized
368 * fixed bug with reference elements not being removed from the playfield
369 * added engine functionality that allows custom elements that "can dig"
370 other elements not only to do so when moving by themselves, but also
371 when being pushed by the player (therefore adding the functionality to
372 push one element over another element, replacing it with the new one)
375 * added command line function to write level sketch images to directory
378 * merged override and auto-override options into new override options
379 with a new data type than can take the values "no", "yes" and "auto"
382 * fixed growing steel wall to also leave behind steel wall instead of
383 normal, destructible wall
384 * fixed handling of rocks falling through stacks of quicksand with
385 different speed (before, the rocks just got stuck in the quicksand)
388 * fixed nasty bug with auto-override and normal override not working on
389 program startup (especially when current level set has custom artwork)
392 * version 3.2.5 released as special edition "R'n'D jue"
395 * fixed X11 crash bug when blitting masked title screens over background
398 * changed build system to support special editions (like "R'n'D jue")
399 * added (hardcoded) loading graphics for "R'n'D jue" special edition
400 * fixed X11 crash bug when scaling images with width/height less than 32
403 * added "background.PLAYING" (only visible as two-pixel border in game)
404 * added default level set for first start of special R'n'D version
405 * changed door animations for editor always behaving like "quick doors"
408 * added new custom artwork setup option "auto-override non-CE sets" for
409 automatic artwork override that is only used for level sets without
410 custom element artwork (as it does not make much sense to override
411 any artwork that redefines custom element artwork for sets using CEs)
412 * fixed default artwork for "special" R'n'D versions always using the
413 "classic" artwork as the base if base artwork is not explicitly
414 defined in "levelinfo.conf", regardless of different default artwork
415 used by the special R'n'D version -- this is needed because any such
416 custom artwork is designed using the "classic" artwork definitions as
417 the base (including menu definitions and screen positions etc., which
418 would otherwise be taken from the different special default artwork)
421 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
422 for both EMC and R'n'D graphics engine (heavy workarounds needed due
423 to massively broken handling of quicksand in R'n'D game engine)
424 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
425 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
428 * fixed small bug in toon drawing (introduced when fixing the crash bug)
431 * added graphics definition "game.panel.highscore" to display the
432 current levels current high score in the game panel
435 * version number set to 3.2.5
438 * version 3.2.4 released
441 * fixed crash bug in toon drawing functions for large step offset values
444 * fixed some problems with displaying game panel when quick-loading tape
447 * fixed (experimental only) redrawing of every tile per frame (even if
448 unneeded) for the extended (R'n'D based) EMC graphics engine
449 * added optimization to only calculate element count for panel display
450 if really needed (that is, if element count values defined on panel)
451 * fixed problem with special editor door redraw when entering main menu
454 * fixed bug with displaying background for title messages on info screen
455 * some code cleanup for the extended (R'n'D based) EMC graphics engine
458 * fixed bug with CE action "move player" always resulting in player 4
459 if there was a CE action with no trigger player (because the player
460 element was calculated by using log_2() from trigger player bits with
461 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
462 triggering player bit mask and handling all players in "move player"
463 * fixed bug when defined artwork cannot be found for artwork that has
464 default artwork cloned from other artwork (without default filename)
465 * added several fixes to the extended (R'n'D based) EMC graphics engine
468 * fixed broken editor copy and paste for custom elements between levels
471 * title messages are now also searched in graphics artwork directory;
472 those found in graphics directory have precendence over those found
473 in level directory -- this handles title messages stored in graphics
474 directories as part of the artwork set, just like title images; this
475 makes sense, as corresponding special font definitions for messages
476 are usually defined in the same graphics artwork directory, and also
477 because title images and title messages that are combined in a level
478 set introduction should usually not be separated when the level set
479 is used with a different artwork set (e.g. using "override graphics")
480 * fixed problem with door borders on main screen by first drawing doors
481 and then the corresponding border masks, but not vice versa
482 * fixed problem with artwork config entries using the value "[DEFAULT]";
483 this does not what one might expect, but sets the value to an invalid
484 value -- solution: simply ignore such entries, which results in this
485 value keeping its previous (real) default value (in general, entries
486 that should use their default value should just not be defined here)
487 * fixed problem with wrong fading area size from main menu to setup menu
490 * fixed problem with broken crumbled graphics after level set changes
491 when using R'n'D custom artwork with level sets using the EMC engine
494 * fixed invisible "joysticks deactivated ..." text on setup input screen
497 * added use of hashes created from static lists (element tokens, image
498 config, font tokens) to speed up lookup of configuration parameters
499 * fixed bug where element and graphic config token lookup was mixed up
502 * added "busy" animation when initializing program and loading artwork
503 * added initialization profiling for program startup (debugging only)
506 * fixed(?) very strange bug apparently triggered by memset() when code
507 was cross-compiled with MinGW cross-compiler for Windows XP platform
508 (this only happened when using SDL.dll also self-compiled with MinGW)
511 * added graphics engine directive "border.draw_masked_when_fading" that
512 enables/disables drawing of border mask over screen that is just faded
515 * fixed small problem with separate fading definition for game screen
518 * added additional configuration directives for setup screen draw offset
519 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
520 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
521 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
522 used to define draw offset on custom artwork selection screens and
523 "CHOOSE_OTHER" is used on all other list style selection screens, like
524 choosing game speed or screen mode for fullscreen mode)
525 * added additional configuration directives to define main menu buttons:
526 - menu.button_name and menu.button_name.active
527 - menu.button_levels and menu.button_levels.active
528 - menu.button_scores and menu.button_scores.active
529 - menu.button_editor and menu.button_editor.active
530 - menu.button_info and menu.button_info.active
531 - menu.button_game and menu.button_game.active
532 - menu.button_setup and menu.button_setup.active
533 - menu.button_quit and menu.button_quit.active
534 * added eight pure decoration graphic definitions for the game panel
537 * added support for accessing native Diamond Caves II level packages
538 * fixed displaying of game panel values for Emerald Mine game engine
539 * fixed displaying end-of-level time and score values on new game panel
542 * added game panel control to display arbitrary elements on game panel
543 * added game panel control to display custom element score (globally
544 unique for identical custom elements) either as value or as element
545 * added ".draw_masked" and ".draw_order" to game panel control drawing
548 * fixed some general bugs with handling of ".active" elements and fonts
551 * cleanup of game panel elements (some elements were not really needed)
552 * added displaying of gravity state (on/off) as new game panel control
553 * added animation for game panel elements (similar to game elements)
556 * added new pseudo game mode "PANEL" to define panel fonts and graphics
557 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
558 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
559 (else graphics would have to use ".PLAYING", which would be confusing)
560 * fixed bug when fading out to game screen with border mask defined
563 * added attribute ".tile_size" for element style game panel controls
566 * added <space> key as additional valid key to use for confirm requester
569 * improved menu fading, adding separate fading definitions for entering
570 and leaving a "content" screen (in general), and optional definitions
571 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
574 * added (currently invisible) setup option to define scroll delay value
575 * fixed small bug in priority handling when auto-detecting level start
576 position in levels without player element (but player from CE etc.)
577 * added option "game.forced_scroll_delay_value" to override user choice
578 of scroll delay value for certain level sets with "graphicsinfo.conf"
579 * replaced setup option "scroll delay: on/off" by new setup option that
580 directly allows selecting the desired scroll delay value from 0 to 8
583 * added displaying of most game panel control elements (not animated)
586 * added new configuration directives to display additional game engine
587 values on the game control panel, like the following examples:
588 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
589 - game.panel.penguins - number of penguins to rescue
590 - game.panel.level_name - level name of current level
593 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
596 * added new player option "no centering when relocating" for "invisible"
597 teleportations to level areas that look exactly the same, giving the
598 illusion that the player did not relocate at all (this was the default
599 since 3.2.3, but caused visual problems with room creation in "Zelda")
600 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
603 * improved menu fading, adding separate fading definitions for entering
604 and leaving a menu and for fading between menu and "content" screens
605 * fixed small bug with recognizing also ".font_xyz" style definitions
608 * improved menu fading, adding separate fading definitions for fading
609 between menu screens and fading between menu and "destination" screens
612 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
613 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
614 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
615 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
617 * improved title fading, allowing fading animation types "none", "fade"
618 and "crossfade" (including cross-fading of last title to main menu)
621 * added configurability of graphics, sounds and music for title screens,
622 which are separated into initial title screens (only shown once at
623 program startup) and title screens shown for a given level set; these
624 title screens can be composed of up to five title images and up to
625 five title text messages (each drawn using an optional background
626 image), also using background music and/or sounds; aspects like
627 background images, sounds and music of title screens can either be
628 defined generally (valid for all title screens) or specifically (and
629 therefore differently for each title screen) using these directives:
631 to define a background image, sound or music file for all screens:
632 - background.TITLE_INITIAL (for all title screens for game startup)
633 - background.TITLE (for all title screens for level sets)
635 to define a background image, sound or music file for a single screen:
636 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
637 - background.titlescreen_x (with x in 1,2,3,4,5)
638 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
639 - background.titlemessage_x (with x in 1,2,3,4,5)
641 to define the title screen images:
642 - titlescreen_initial_x (with x in 1,2,3,4,5)
643 - titlescreen_x (with x in 1,2,3,4,5)
645 to define the title text messages, place text files into the level set
646 directory that have the following file names:
647 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
648 - titlemessage_x.txt (with x in 1,2,3,4,5)
650 to define the properties of the text messages, either use directives
651 that affect all text messages:
652 - [titlemessage_initial].<suffix>
653 - [titlemessage].<suffix>
654 or use directives that affect single text messages:
655 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
656 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
658 valid values for <suffix> are the same as for readme.<suffix> below;
659 use ".sort_priority" (default: 0) to define an arbitrary order for
660 title images and title messages (which can therefore be mixed)
663 * added full configurability of "readme.txt" screen appearance:
664 - readme.x: <left position used with alignment>
665 - readme.y: <top position>
666 - readme.width: <maximim text width in pixels>
667 - readme.height: <maximum text height in pixels>
668 - readme.chars: <maximum number of chars per line>
669 - readme.lines: <maximum number of lines displayed>
670 - readme.align: left,center,right (default: center)
671 - readme.top: top,middle,bottom (default: top)
672 - readme.font: font name
673 - readme.autowrap: true,false (default: true)
674 - readme.centered: true,false (default: false)
675 - readme.parse_comments: true,false (default: true)
676 - readme.sort_priority: (not used here, but only for title screens)
677 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
678 default), they are automatically determined from "readme.width" and
679 "readme.height" accordingly; when they are not "-1", they have
680 precedence over "readme.width" and "readme.height"
681 * added internal ad-hoc config settings for displaying text files like
682 title messages or "readme.txt" style level set info files:
683 - .font: font name (default: readme.font)
684 - .autowrap: true,false (default: readme.autowrap)
685 - .centered: true,false (default: readme.centered)
686 - .parse_comments: true,false (default: readme.parse_comments)
687 (the leading '.' and the separating ':' are mandatory here); to use
688 these ad-hoc settings, they have to be written inside a comment, like
689 "# .autowrap: false" or "# .centered: true"; these settings then
690 override the above global settings (they can even be used more than
691 once, like "# .centered: true", then some text that should be drawn
692 centered, then "# .centered: false" to go back to non-centered text;
693 important note: after using "# .parse_comments: false", or when using
694 "readme.parse_comments: false", detecting and parsing comments inside
695 the file is disabled and comments are just printed like normal text;
696 also be aware that all automatic text size calculations are done with
697 the font defined in "readme.font", while using different fonts using
698 "# .font: <font>" inside the text file may cause unexpected results
701 * changed some numerical limits in the level editor from 255 to 999
704 * added option "system.sdl_videodriver" to select SDL video driver
705 * added output of SDL video and audio driver to "version info" page
708 * added group element drawing to IntelliDraw drawing functions
709 * fixed animation resetting problem again (last try broke Snake Bite)
710 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
713 * added new (special) "include: <filename>" directive that works in all
714 configuration files (like "graphicsinfo.conf") and that has the same
715 effect as if that directive would be replaced with the content of the
716 specified file (this can be useful to split large configuration files
717 into several smaller ones and include them from one main file, or to
718 store configuration settings that always stay the same into a separate
719 file, while including it and only add those parts that really change)
722 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
725 * fixed bug in "InitMovingField()" where treating an integer array as
726 boolean caused wrong resetting of animations while elements are moving
727 * fixed problem with resetting animations when starting element change
730 * added sort priority for order of title screens and title messages
733 * changed end of game again: do not wait for the user to press a key
734 anymore, but directly ask/confirm tape saving and go to hall of fame
735 * re-enabled quitting of lost game by pressing space or return again
736 * added blanking of mouse pointer when displaying title screens
737 * added remaining menu draw offset definitions for info sub-screens
740 * added setup option to select game speed (from very slow to very fast)
741 * improved handling of title text messages (initial and for level set)
744 * added new options "auto-wrap" and "centered" for DC2 style envelopes
747 * fixed displaying and typing of player name when it is centered
748 * added special characters to be allowed for player name (not only A-Z)
751 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
752 (newer versions of the SDL library seem to not like this anymore)
755 * added code for configuration directives for control of game panel
758 * fixed small cosmetical bug with underlining property tabs in editor
761 * fixed small drawing bug in X11FadeRectangle
762 * added new elements for newly supported Diamond Caves II levels:
763 - EM/DC style exits that disappear after passing
764 - white key and gate (one white key needed for each white gate)
765 - fake gate (there is no key to open/pass this kind of gate!)
766 - extended magic wall which also handles pearls and crystals
770 * changed maximum value for endless loop detection to a higher value
771 (some levels really used very deep recursion without being endless)
774 * added new elements for newly supported Diamond Caves II levels:
775 - growing steel walls
776 - snappable land mine
779 * added new elements for newly supported Diamond Caves II levels:
780 - steel text elements
783 * added level file loader for native Diamond Caves II levels
786 * version number set to 3.2.4
789 * version 3.2.3 released
792 * fixed malloc/free bug when updating EMC artwork entries in level list
793 * added workaround (warning and request to quit the current game) when
794 changing elements cause endless recursion loop (which would otherwise
795 freeze the game, causing a crash-like program exit on some systems)
798 * fixed nasty string overflow bug when entering too long envelope text
801 * added feedback sounds for menu navigation "menu.item.activating" and
802 "menu.item.selecting" (for highlighting and executing menu entries)
805 * improved "no scrolling when relocating" to also consider scroll delay
806 (meaning that the player is not automatically centered in this case;
807 this makes it possible to "invisibly" relocate the player to a region
808 of the level playfield which looks the same as the old level region)
809 * fixed bug with not recognizing "main.input.name.align" when active
812 * fixed bug with displaying masked borders over title screens when
813 screen fading is disabled
816 * fixed infinite loop / crash bug when killing the player while having
817 a CE with the setting "kill player X when explosion of <player X>"
818 * added special editor graphic for "char_space" to distinguish it from
819 "empty_space" when editing a level (in-game graphics still the same)
822 * fixed nasty bug with initialization only done for the first player
825 * small change to handle loading empty element/content list micro chunks
828 * uploaded pre-release (test) version 3.2.3-0 binary and source code
831 * some optimizations on startup speed by reducing initial text output
834 * added caching of custom artwork information for faster startup times
837 * fixed graphical bug when using fewer menu entries on level selection
838 screen than usual (with "menu.list_size.LEVELS" directive)
839 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
840 the backbuffer to the backbuffer by error (with identical rectangle)
843 * fixed bug when displaying titlescreen with size less than element tile
844 * fixed bug that caused elements with "change when digging <e>" event
845 to change for _every_ digged element, not only those specified in <e>
846 * fixed bug that caused impact style collision when dropping element one
847 tile over the player that can both fall down and smash players
848 * fixed bug that caused impact style collision when element changed to
849 falling/smashing element over the player immediately after movement
852 * fixed bug that allowed making engine snapshots from the level editor
855 * fixed bugs with player name and current level positions on main screen
858 * added configuration directives for control of title screens:
859 - "title.fade_delay" for fading time
860 - "title.post_delay" for pause between screens (when not crossfading)
861 - "title.auto_delay" to automatically continue after some time
862 these settings can each be overridden by specifying them with titles:
863 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
864 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
865 fading mode can also be specified:
866 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
867 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
868 default is using normal fading for menues and initial title screens,
869 while using cross-fading for level set title screens
870 * fixed bug with background not drawn in Hall of Fame after game was won
873 * added configuration directives for the remaining main menu items
876 * added additional configuration directives for info screen draw offset:
877 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
878 * added additional configuration directives for preview info text
879 * limited mouse wheel sensitive screen area to scrollable screen area
882 * added highlighted menu text entries to menu navigation when selected
885 * fixed bug that prevented player from correctly being created in the
886 top left corner by a custom element change in a level without player
887 * fixed bug that prevented player from being killed when indestructible,
888 non-walkable element is placed on player position by extended change
889 * added configurable menu button, text and input positions to main menu
892 * added page fading effects for remaining info sub-screens
893 * fixed small bug that caused some delays when answering door request
896 * added directives "border.draw_masked.*" for menu/playfield area and
897 door areas to display overlapping/masked borders from "global.border"
900 * fixed bug with CE with move speed "not moving" not being animated
901 * when changing player artwork by CE action, reset animation frame
904 * fixed bug with not unmapping main menu screen gadgets on other screens
905 * fixed bug with un-pausing a paused game by releasing still pressed key
906 * fixed bug with not redrawing screen when toggling to/from fullscreen
907 mode while fast reloading tape (without redrawing playfield contents)
908 * fixed bug with quick-saving tape snapshot despite answering with "no"
911 * version number set to 3.2.3
914 * version 3.2.2 released
917 * fixed bug with redrawing screen in fullscreen mode after quick tape
918 reloading when using the EMC game engine
919 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
922 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
925 * added engine snapshot functionality for instant tape reloading (this
926 only works for the last tape saved using "quick save", and does not
927 work across program restarts, because it completely works in memory)
930 * version number set to 3.2.2
933 * version 3.2.1 released
936 * fixed nasty bugs with handling error message file on Mac OS X systems
939 * general code cleanup (removing many annoying "#if 0" blocks etc.)
942 * fixed bug that caused broken tapes when manually appending to tapes
943 using the "pause before death" functionality, followed by recording
944 * added setup option to disable fading of screens for faster testing
947 * code cleanup of new fading functions
950 * changed behaviour after solved game -- do not immediately stop engine
951 * added some more smooth screen fadings (game start, hall of fame etc.)
954 * fixed bug with displaying pushed CE with value/score/delay anim_mode
957 * added configurable level preview position, tile size and dimensions
958 * added configurable game panel value positions (gems, time, score etc.)
961 * fixed small bug with time displayed incorrectly when collecting CEs
964 * fixed bug with bumpy scrolling with EM engine in double player mode
967 * added compatibility code to fix "Snake Bite" style levels that were
968 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
971 * fixed bug with scrollbars inside editor when using the Windows mouse
972 enhancement tool "True X-Mouse" (which injects key events to the event
973 queue to insert selected stuff into the Windows clipboard, which gets
974 confused with the "Insert" key for jumping to the last editor cascade
975 block in the element list)
976 * added Rocks'n'Diamonds icon for use as window icon to SDL version
977 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
980 * added selection of preferred fullscreen mode to setup / graphics menu
981 (useful if default mode 800 x 600 does not match screen aspect ratio)
984 * improved down-scaling of images for better editor and preview graphics
985 * changed user data directory for Mac OS X from Unix style to new place
988 * improved level number selection in main menu and player selection in
989 setup menu (input devices section) by using standard button gadgets
990 * added support for mouse scroll wheel (caused buggy behaviour before)
991 * added support for scrolling horizontal scrollbars with mouse wheel by
992 holding "Shift" key pressed while scrolling the wheel
993 * added support for single step mouse wheel scrolling by holding "Alt"
994 key pressed while scrolling the wheel (can be combined with "Shift")
995 * changed output file "stderr.txt" on Windows platform now always to be
996 created in the R'n'D sub-directory of the personal documents directory
997 * added Windows message box to direct to "stderr.txt" after error aborts
1000 * improved general scrollbar handling (when jump-scrolling scrollbars)
1003 * changed scrollbars to always show last line as first after scrolling
1004 (that means jumping n - 1 screen lines instead of n screen lines)
1007 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1008 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1009 * fixed special handling of vertically stacked acid becoming fake acid
1012 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1013 affect multiple instances of the same CE, although this kind of
1014 change condition usually only affects one single custom element
1017 * version number set to 3.2.1
1020 * version 3.2.0 released
1023 * reorganized level editor element list a bit to match engines better
1026 * fixed newly introduced bug with wrongly initializing clipboard element
1029 * fixed bug with displaying visible/invisible level border in editor
1032 * reorganized some elements in the level editor element list
1035 * fixed bug with displaying any player as "yellow" when moving into acid
1036 * fixed bug with displaying running player when player stopped at border
1039 * fixed bug with player exploding when moving into acid
1040 * fixed bug with level settings being reset in editor and when playing
1041 (some compatibility settings being set not only after level loading)
1042 * fixed crash bug when number of custom graphic frames was set to zero
1043 * fixed bug with teleporting player on walkable tile not working anymore
1044 * added partial compatibility support for pre-release-only "CONF" chunk
1045 (to make Alan Bond's "color cycle" demo work again :-) )
1048 * fixed some bugs when displaying title screens from info screen menu
1049 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1052 * changed file major version to 3 to reflect level file format changes
1053 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1056 * added new chunk "NAME" to level file format for level name settings
1057 * added new chunk "NOTE" to level file format for envelope settings
1058 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1059 * updated magic(5) file to recognize changed and new level file chunks
1060 * removed change events "change when CE value/score changes" as unneeded
1063 * changed gravity (which only affects the player) from level property
1064 to player property (only makes a difference in multi-player levels)
1065 * added change events "change when CE value/score changes"
1066 * added change events "change when CE value/score changes of <element>"
1069 * added new chunk "INFO" to level file format for global level settings
1070 * added all element settings from "HEAD" chunk to "CONF" chunk
1071 * added all global level settings from "HEAD" chunk to "INFO" chunk
1074 * changed level file format by adding two new chunks "CUSX" (for custom
1075 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1076 elements, replacing the previous "GRP1" chunk); these new IFF style
1077 chunks use the new and flexible "micro chunks inside chunks" technique
1078 already used with the new "CONF" chunk (for normal element properties)
1079 which makes it possible to easily extend the existing level format
1080 (instead of using fixed-length chunks like before, which are either
1081 too big due to reserved bytes for future use, or too small when those
1082 reserved bytes have all been used and even more data should be stored,
1083 requiring the replacement by new and larger chunks just like it went
1084 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1087 * added credits pages to the "credits" section that were really missing
1088 * added some missing element descriptions to the level editor
1089 * added down position of switchgate switch to the level editor
1090 and allowed the use of both switch positions at the same time
1091 * changed use of "Insert" and "Delete" keys to navigate element list in
1092 level editor to start of previous or next cascading block of elements
1095 * added the possibility to view the title screen to the info screen menu
1096 * fixed some minor bugs with viewing title screens
1099 * fixed bug with title (cross)fading in/out when using fullscreen mode
1102 * fixed bug that forced re-defining of menu settings in local graphics
1103 config file which are already defined in existing base config file
1104 * fixed small bug that caused door sounds playing when music is enabled
1107 * added the possibility to define up to five title screens for each
1108 level set that are displayed after loading using (cross)fading in/out
1109 (this was added to display the various start images of the EMC sets)
1112 * added "CE score gets zero [of]" to custom element trigger conditions
1113 * added setup option to display element token name in level editor
1116 * added compatibility code for Juergen Bonhagen's menu artwork settings
1119 * fixed bug with displaying wrong animation frame 0 after CE changes
1120 * fixed bug with creating invisible elements when light switch is on
1123 * added selection between ECS and AGA graphics for EMC levels to setup
1126 * adjusted font handling for various narrow EMC style fonts
1129 * changed EM engine behaviour back to re-allow initial rolling springs
1132 * fixed handling of over-large selectboxes (less error-prone now)
1133 * fixed bug when creating GE with walkable element under the player
1136 * added use of "Insert" and "Delete" keys to navigate element list in
1137 level editor to start of custom elements or start of group elements
1138 * added virtual elements to access CE value and CE score of elements:
1139 - "CE value of triggering element"
1140 - "CE score of triggering element"
1141 - "CE value of current element"
1142 - "CE score of current element"
1145 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1148 * changed behaviour of network games with internal errors (because of
1149 different client frame counters) from immediately terminating R'n'D
1150 to displaying an error message requester and stopping only the game
1151 (also to prevent impression of crashes under non command-line runs)
1152 * fixed playing network games with the EMC engine (did not work before)
1153 * fixed bug with not scrolling the screen in multi-player mode with the
1154 focus on player 1 when all players are moving in different directions
1155 * fixed bug with keeping pointer to gadget even after its deallocation
1156 * fixed bug with allowing "focus on all players" in network games
1157 * fixed bug with player focus when playing tapes from network games
1160 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1163 * code cleanup for game action control for R'n'D and EMC game engine
1166 * fixed bug in multi-player movement with focus on both players
1167 * added option to control only the focussed player with all input
1170 * added player focus switching to level tape recording and re-playing
1173 * fixed some bugs in player focus switching in EMC and RND game engine
1176 * added special Supaplex animations for Murphy digging and snapping
1177 * added special Supaplex animations for Murphy being bored and sleeping
1180 * added four new yam yams with explicit start direction for EMC engine
1181 * fixed bug in src/libgame/text.c with printing text outside the window
1184 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1187 * added delayed ignition of EM style dynamite when used in R'n'D engine
1188 * added limited movement range to EMC engine when focus on all players
1191 * fixed bug with missing (zero) score values for native Supaplex levels
1194 * added "continuous snapping" (snapping many elements while holding the
1195 snap key pressed, without releasing the snap key after each element)
1196 as a new player setting for more compatibility with the classic games
1199 * finished scrolling for "focus on all players" in EMC graphics engine
1202 * level sets with "levels: 0" are ignored for levels, but not artwork
1203 * fixed bug when scanning empty level group directories (endless loop)
1206 * fixed bug with explosion graphic for player using "Murphy" graphic
1207 * fixed bug with explosion graphic if player leaves explosion in time
1208 * changed some descriptive text in setup menu to use medium-width font
1209 * added key shortcut settings for switching player focus to setup menu
1212 * fixed bug with random value initialization when recording tapes
1213 * fixed bug with playing single player tapes when team mode activated
1216 * fixed little bug when trying to switch to player that does not exist
1219 * added player switching (visual and quick) to R'n'D and EM game engine
1220 * added setup option to select visual or quick in-game player switching
1223 * added use of "Home" and "End" keys to handle element list in editor
1226 * fixed bug with adding score when playing tape with EMC game engine
1227 * added steel wall border for levels using EMC engine without border
1228 * finally fixed delayed scrolling in EMC engine also for small levels
1231 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1234 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1235 * fixed bug when displaying info element without action, but direction
1238 * fixed minor graphical problems with springs smashing and slurping
1239 (when using R'n'D style graphics instead of EMC style graphics)
1242 * added scroll delay (as configured in setup) to EMC graphics engine
1245 * improved screen redraw for EMC graphics engine (faster and smoother)
1246 * when not scrolling, do not redraw the whole playfield if not needed
1249 * added multi-player mode for EMC game engine (with up to four players)
1252 * added android (can clone elements) from EMC engine to R'n'D engine
1255 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1258 * added selectbox for initial player speed to player settings in editor
1261 * version 3.1.2 created that is basically version 3.1.1, but with a
1262 major bug fixed that prevented editing your own private levels
1263 * version 3.1.2 released
1266 * added magic ball (creates elements) from EMC engine to R'n'D engine
1269 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1272 * fixed bug when using "CE can leave behind <trigger element>"
1273 * added new change condition "(after/when) creation of <element>"
1274 * added new change condition "(after/when) digging <element>"
1275 * fixed bug accessing invalid gadget that caused crashes under Windows
1276 * deactivated new possibility for multiple CE changes per frame
1279 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1282 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1283 * fixed bug with not keeping CE value for moving CEs with only action
1284 * changed CE action selectboxes in editor to be only reset when needed
1287 * added option "use artwork from element" for custom player artwork
1288 * added option "use explosion from element" for player explosions
1291 * added cascaded element lists in the level editor
1292 * added persistence for cascaded element lists by "editorcascade.conf"
1293 * added dynamic element list with all elements used in current level
1294 * added possibility for multiple CE changes per frame (experimental)
1297 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1300 * changed "score for each 10 seconds/steps left" to "1 second/step"
1301 * added own score for collecting "extra time" instead of sharing it
1302 * added change events "switched by player" and "player switches <e>"
1303 * added change events "snapped by player" and "player snaps <e>"
1304 * added "set player artwork: <element choice>" to CE action options
1305 * added change event "move of <element>"
1308 * added "set player shield: off / normal / deadly" to CE action options
1309 * added new player option "use level start element" in level editor
1310 to set the correct focus at level start to elements from which the
1311 player is created later (this did not work before for cascaded CE
1312 changes resulting in creation of the player; it is now also possible
1313 to create the player from a yam yam which is smashed at level start)
1316 * added "set player speed: frozen (not moving)" to CE action options
1317 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1320 * added new player option "block snap field" (enabled by default) to
1321 make it possible to show a snapping animation like in Emerald Mine
1324 * added dynamic selectboxes to custom element action settings in editor
1325 * added "CE value" counter for custom elements (instead of "CE count")
1326 * added option to use the last "CE value" after custom element change
1327 * added option to use the "CE value" of other elements in CE actions
1328 * fixed odd behaviour when pressing time orb in levels w/o time limit
1329 * added checkbox "use time orb bug" for older levels that use this bug
1332 * added missing configuration settings for the following elements:
1333 - EL_TIMEGATE_SWITCH (time of open time gate)
1334 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1335 - EL_SHIELD_NORMAL (time of shield duration)
1336 - EL_SHIELD_DEADLY (time of shield duration)
1337 - EL_EXTRA_TIME (time added to level time)
1338 - EL_TIME_ORB_FULL (time added to level time)
1341 * added "wind direction" as a movement pattern for custom elements
1342 * added initial wind direction for balloon / custom elements to editor
1343 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1346 * added parameters for "game of life" and "biomaze" elements to editor
1349 * added level file chunk "CONF" for generic level and element settings
1352 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1355 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1356 * added sound action ".page[1]" to ".page[32]" for each CE change page
1359 * added image config suffix ".clone_from" to copy whole image settings
1360 * fixed bug with invalid ("undefined") CE settings in old level files
1363 * fixed graphical bug with smashing elements falling faster than player
1366 * fixed major bug which prevented private levels from being edited
1367 * fixed bug with precedence of general and special font definitions
1370 * fixed graphical bug with player animation when player moves slowly
1373 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1376 * fixed bug which prevented "global.num_toons: 0" from working
1379 * major code cleanup (removed all these annoying "#if 0" blocks)
1382 * added custom element actions for CE change page in level editor
1385 * fixed music initialization bug in init.c (thanks to David Binderman)
1386 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1387 (this bug must probably be fixed at other places, too)
1390 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1391 (should be '#include <SDL.h>' instead)
1394 * fixed bug which prevented "walkable from no direction" from working
1395 (due to compatibility code overwriting this setting after loading)
1398 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1401 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1402 * version 3.1.1 released
1405 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1406 on 64-bit architecture systems with LP64 data model
1409 * fixed bug with bombs not exploding when hitting the last level line
1410 (introduced after the release of 3.1.0)
1413 * added support for dumping small-sized level sketches from editor
1416 * added recognition of "trigger element" for "change digged element to"
1417 (this is not really what the "trigger element" was made for, but its
1418 use may seem obvious for leaving back digged elements unchanged)
1421 * fixed multiple warnings about failed joystick device initialization
1424 * fixed bug with dynamite dropped on top of just dropped custom element
1425 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1426 dynamite can still be dropped, but drop key must be released before
1429 * fixed bug with wrong start directory when started from file browser
1430 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1433 * fixed bug causing "change when impact" on player not working
1434 * fixed wrong priority of "hitting something" over "hitting <element>"
1435 * fixed wrong priority of "hit by something" over "hit by <element>"
1438 * fixed graphical bug which caused the player (being Murphy) to show
1439 collecting animations although the element was collected by penguin
1442 * fixed two bugs causing wrong door background graphics in system.c
1443 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1446 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1447 * added "no direction" to "walkable/passable from" selectbox options
1450 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1451 * in tape autoplay, not only report broken, but also missing tapes
1454 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1457 * fixed small bug with "linear" animation not working for active lamp
1460 * fixed bug with moving up despite gravity due to "block last field"
1461 * fixed small bug with wrong draw offset when typing name in main menu
1462 * when reading user names from "passwd", ignore data after first comma
1463 * when creating new "levelinfo.conf", only write some selected entries
1466 * fixed displaying "imported from/by" on preview with empty string
1467 * fixed ignoring draw offset for fonts used for level preview texts
1470 * fixed a delay problem with SDL and too many mouse motion events
1471 * added setup option "skip levels" and level skipping functionality
1474 * added move speed "not moving" for non-moving CEs, but with direction
1477 * fixed mapping of obsolete element token names in "editorsetup.conf"
1478 * fixed bug with sound "acid.splashing" treated as a loop sound
1479 * fixed some little sound bugs in native EM engine
1482 * fixed small bug when dragging scrollbars to end positions
1485 * added editor element descriptions written by Aaron Davidson
1488 * improved fallback handling when configured artwork is not available
1489 (now using default artwork instead of exiting when files not found)
1492 * fixed bug on level selection screen when dragging scrollbar
1495 * fixed bug which caused broken tapes when appending to EM engine tapes
1498 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1501 * added code to replace changed artwork config tokens with other tokens
1502 (needed for backwards compatibility, so that older tokens still work)
1505 * added native R'n'D graphics for some new EMC elements in EM engine
1508 * fixed some bugs in the EM engine integration code
1509 * changed EM engine code to allow diagonal movement
1510 * changed EM engine code to allow use of separate snap and drop keys
1513 * fixed some redraw bugs when using EM engine
1516 * fixed bug with not converting RND levels which are set to use native
1517 engine to native level structure when loading
1520 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1523 * version number set to 3.2.0
1526 * level data now reset to defaults after attempt to load invalid file
1529 * added use of "editorsetup.conf" for different level sets
1532 * added auto-detection for various types of Emerald Mine level files
1535 * fixed bug with scrollbars getting too small when list is very large
1538 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1541 * added most level editor configuration gadgets for new EMC elements
1544 * added more element and graphic definitions for new EMC elements
1547 * modified native EM engine to use integrated R'n'D sound system
1550 * added SDL support to graphics functions in native EM engine
1551 (by always using generic libgame interface functions)
1554 * fixed bug in frame synchronization in native EM engine
1557 * added code to convert levels between R'n'D and native EM engine
1560 * new Emerald Mine engine can now play levels selected in main menu
1563 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1564 (which creates scaled down graphics for level editor and preview);
1565 there's still a memory leak somewhere in the artwork handling code
1566 * added "scale image up" functionality to X11 version of zoom function
1569 * first attempts to integrate new, native Emerald Mine Club engine
1572 * fixed bug in gadget code which caused reset of CEs in level editor
1573 (example: pressing 'b' [grab brush] on CE config page erased values)
1574 (solution: check if gadgets in ClickOnGadget() are really mapped)
1575 * improved level change detection in editor (settings now also checked)
1576 * fixed bug with "can move into acid" and "don't collide with" state
1579 * fixed maze runner style CEs to use the configured move delay value
1582 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1585 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1586 * fixed the above fix because it broke level set "machine" (*sigh*)
1587 * fixed random element placement in level editor to work as expected
1588 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1591 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1594 * fixed bug (missing array boundary check) which caused broken tapes
1595 * fixed bug (when loading level template) which caused broken levels
1596 * fixed bug with new block last field code when using non-yellow player
1599 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1600 * internal change of how the player blocks the last field when moving
1601 * fixed blocking delay of last field for EM and SP style block delay
1602 * fixed bug where the player had to wait for the usual move delay after
1603 unsuccessfully trying to move, when he directly could move after that
1604 * the last two changes should make original Supaplex level 93 solvable
1605 * improved use of random number generator to make it less predictable
1606 * fixed behaviour of slippery SP elements to let slip left, then right
1609 * fixed bug with wrong door state after trying to quickload empty tape
1610 * fixed waste of static memory usage of the binary, making it smaller
1611 * fixed very little graphical bug in Supaplex explosion
1614 * version number set to 3.1.1
1617 * version 3.1.0 released
1620 * fixed bug with crash when writing user levelinfo.conf the first time
1623 * added option "convert LEVELDIR [NR]" to command line batch commands
1624 * re-converted Supaplex levels to apply latest engine fixes
1625 * changed "use graphic/sound of element" to "use graphic of element"
1626 due to compatibility problems with some levels ("bug machine" etc.)
1629 * fixed bug with CE change replacing player with same or other player
1632 * fixed bug with opaque font in envelope with background graphic when
1633 background graphic is not transparent itself
1636 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1637 * corrected original Supaplex level loading code to use these new ports
1638 * also corrected Supaplex loader to auto-count infotrons if set to zero
1641 * fixed bug with missing initialization of "modified" flag for GEs
1644 * fixed bug that caused endless recursion loop when relocating player
1645 * fixed tape recorder bug in "step mode" when using "pause before end"
1646 * fixed tape recorder bug when changing from "warp forward" mode
1649 * fixed bug with "when touching" for pushed elements at last position
1652 * fixed bug that caused two activated toolbox buttons in level editor
1653 * fixed bug with exploding dynabomb under player due to other explosion
1656 * fixed bug with creating walkable custom element under player (again)
1657 * fixed bug with not copying explosion type when copying CEs in editor
1658 * fixed graphical bug when drawing player in setup menu (input devices)
1659 * fixed graphical bug when the player is pushing an accessible element
1660 * fixed bug with classic switchable elements triggering CE changes
1661 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1662 * fixed crash bug when CE leaves behind the trigger player element
1665 * fixed bug with broken tubes after placing/exploding dynamite in them
1666 * fixed bug with exploding dynamite under player due to other explosion
1667 * fixed bug with not resetting push delay under certain circumstances
1670 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1671 * added network multiplayer code for Windows (thanks to Niko Böhm)
1674 * added option "reachable despite gravity" for gravity movement
1675 * changed gravity movement of most classic walkable and passable
1676 elements back to "not reachable" (for compatibility reasons)
1679 * fixed (removed) "indestructible" / "can explode" dependency in editor
1680 * fixed (removed) "accessible inside" / "protected" dependency
1681 * fixed (removed) "step mode" / "shield time" dependency
1684 * fixed dynabombs exploding now into anything diggable
1685 * fixed Supaplex style gravity movement into buggy base now impossible
1686 * added pressing key "space" as valid action to select menu options
1689 * added "replace when walkable" to relocate player to walkable element
1690 * added "enter"/"leave" event for elements affected by relocation
1691 * fixed "direct"/"indirect" change order also for "when change" event
1692 * fixed graphical bug when pushing things from elements walkable inside
1695 * fixed graphic bug when player is snapping while moving in old levels
1696 * fixed bug when a moving custom element leaves a player element behind
1697 * fixed bug with mole not disappearing when moving into acid pool
1698 * fixed bug with incomplete path setting when using "--basepath" option
1699 * moving CE can now leave walkable elements behind under the player
1700 * when relocating, player can be set on walkable element now
1701 * fixed another gravity movement bug
1704 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1707 * added "collectible" and "removable" to extended replacement types
1708 (where "removable" replaces "diggable" and "collectible" elements)
1709 * added "collectible & throwable" (to throw element to the next field)
1710 * fixed bug with CEs digging elements that are just about to explode
1711 * changed mouse cursor now always being visible when game is paused
1714 * added possibility to push/press accessible elements from a side that
1716 * fixed bug with not setting actual date when appending to tape
1719 * fixed bug with incorrectly initialized custom element editor graphics
1722 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1723 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1726 * fixed bug with destroyed robot wheel still attracting robots forever
1727 * fixed bug with time gate switch deactivating after robot wheel time
1728 (while the time gate itself is not affected by this misbehaviour)
1729 * changed behaviour of BD style amoeba to always get blocked by player
1730 (before it was different when there were non-BD elements in level)
1731 * fixed bug with player destroying indestructable elements with shield
1734 * added option to make growing elements grow into anything diggable
1735 (for the various amoeba types, biomaze and "game of life")
1738 * fixed bug with movable elements not moving after left behind by CEs
1739 * changed gravity movement to anything diggable, not only sand/base
1740 * optionally allowing passing to walkable element, not only empty space
1741 * added option "can pass to walkable element" for players
1742 * finally fixed gravity movement (hopefully)
1745 * fixed bug with movable elements not moving anymore after falling down
1748 * fixed another bug with custom elements digging and leaving elements
1749 * fixed bug with "along left/right side" and automatic start direction
1750 * trigger elements now also displayed when "more custom" deactivated
1751 * fixed bug with clipboard element initialized when loading new level
1752 * added option "drop delay" to set delay before dropping next element
1755 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1758 * added copy and paste functions for custom change pages
1759 * enhanced graphical display and functionality of tape recorder
1760 * fixed bug with custom elements digging and leaving elements
1763 * added move speed faster than "very fast" for custom elements
1764 * fixed bug with 3+3 style explosions and missing border content
1765 * fixed little bug when copying custom elements in the editor
1766 * enhanced custom element changes by more side trigger actions
1769 * added option "no scrolling when relocating" for instant teleporting
1770 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1773 * added trigger element and trigger player to use as target elements
1774 * added copy and paste functions for custom and group elements
1777 * fixed graphical bug when displaying explosion animations
1778 * fixed bug when appending to tapes, resulting in broken tapes
1779 * re-recorded a few tapes broken by fixing gravity checking bug
1782 * "can move into acid" property now for all elements independently
1783 * "can fall into acid" property for player stored in same bitfield now
1784 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1785 * version number set to 3.1.0 (finally!)
1788 * changed tape recording to only record input, not programmed actions
1791 * fixed totally broken (every 8th frame skipped) step-by-step recording
1792 * fixed bug with requester not displayed when quick-loading interrupted
1793 * added option "can fall into acid (with gravity)" for players
1794 * fixed bug with player not falling when snapping down with gravity
1797 * fixed bug which messed up key config when using keypad number keys
1800 * fixed bug which allowed moving upwards even when gravity was active
1801 * fixed bug with missing error handling when dumping levels or tapes
1804 * added different colored editor graphics for Supaplex gravity tubes
1807 * fixed bug that allowed solvable tapes for unsolvable levels
1810 * use unlimited number of droppable elements when "count" set to zero
1811 * added option to use step limit instead of time limit for level
1814 * added player and change page as trigger for custom element change
1817 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1820 * fixed bug with dark yamyam changing to acid when moving over acid
1821 * fixed handling of levels with more than 999 seconds level time
1822 (example: level 76 of "Denmine")
1825 * "spring push bug" reintroduced as configurable element property
1826 * fixed bug with missing properties for "mole"
1827 * fixed bug that showed up when fixing the above "mole" properties bug
1828 * added option "can move into acid" for all movable elements
1829 * fixed graphical bug for elements moving into acid
1830 * changed event handling to handle all pending events before going on
1833 * fixed bug which caused all CE change pages to be ignored which had
1834 the same change event, but used a different element side
1835 (reported by Simon Forsberg)
1837 * fixed bug which caused elements that can move and fall and that are
1838 transported by a conveyor belt to continue moving into that direction
1839 after leaving the conveyor belt, regardless of their own movement
1840 type; only elements which can not move are transported now
1841 (reported by Simon Forsberg)
1843 * fixed bug which could cause an array overflow in RelocatePlayer()
1844 (reported by Niko Böhm)
1846 * changed Emerald Mine style "passable / over" elements to "protected"
1847 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1849 * added new option to select from which side a "walkable/passable"
1850 element can be entered
1853 * added explosion and ignition delay for elements that can explode
1856 * fixed bug which caused player not being protected against enemies
1857 when a CE was "walkable / inside" and was not "indestructible"
1858 * added "walkable/passable" fields to be "protected/unprotected"
1859 against enemies, even if not accessible "inside" but "over/under"
1862 * corrected move pattern to 32 bit and initial move direction to 8 bit
1865 * added second custom element base configuration page
1868 * added some special EMC mappings to Emerald Mine level loader
1869 (also covering previously unknown element in level 0 of "Bondmine 8")
1872 * added option to block last field when player is moving (for Supaplex)
1873 * adjusted push delay of Supaplex elements
1874 * removed delays for envelopes etc. when replaying with maximum speed
1875 * fixed bug when dropping element on a field that just changed to empty
1878 * fixed bug: infotrons can now smash yellow disks
1879 * fixed bug: when gravity active, port above player can now be entered
1880 * removed "one white dot" mouse pointer which irritated some people
1883 * added "choice type" for group element selection
1886 * fixed bug with initial invulnerability of non-yellow player
1889 * added level loader for loading native Supaplex packed levels
1890 (including multi-part levels like the "splvls99" levels)
1893 * fixed bug which allowed creating emeralds by escaping explosions
1896 * custom elements can change (limited) or leave (unlimited) elements
1897 * finally added multiple matches using group elements
1898 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1901 * added new start movement type "previous" for continued CE movement
1902 * added new start movement type "random" for random CE movement start
1905 * added new element "sokoban_field_player" needed for Sokoban levels
1906 (thanks to Ed Booker for pointing this out!)
1909 * added elements that can be digged or left behind by custom elements
1912 * added group elements for multiple matches and random element creation
1915 * fixed some graphical errors displayed in old levels
1918 * fixed wrong double speed movement after passing closing gates
1921 * added level loader for loading native Emerald Mine levels
1924 * changes for "shooting" style CE movement
1927 * Happy New Year! ;-)
1930 * changed default snap/drop keys from left/right Shift to Control keys
1933 * fixed bug with dead player getting reanimated from custom element
1936 * fixed bug with wrong penguin graphics (when entering exit)
1939 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1942 * version number set to 3.0.9
1945 * version 3.0.8 released
1948 * added function checked_free()
1951 * fixed bug with double nut cracking sound
1952 (by eliminating "default element action sound" assignment in init.c)
1955 * fixed crash when no music info files are available
1958 * fixed boring and sleeping sounds
1961 * added "maze runner" and "maze hunter" movement types
1962 * added extended collision conditions for custom elements
1965 * added warnings for undefined token values in artwork config files
1968 * added menu entry for level set information to the info screen
1971 * fixed bug with wrong default impact sound for colored emeralds
1974 * added several sub-screens for the info screen
1975 * menu text now also clickable (not only blue/red sphere left of it)
1978 * added configurable "bored" and "sleeping" animations for the player
1979 * added "awakening" sound for player when waking up after sleeping
1982 * added "copy" and "exchange" functions for custom elements to editor
1985 * added configurable element animations for info screen
1988 * added configurable music credits for info screen
1991 * finally fixed tape recording when player is created from CE change
1994 * added "editorsetup.conf" for editor element list configuration
1997 * added "musicinfo.conf" for menu and level music configuration
2000 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2001 (that only showed up on Linux, but not on Windows systems)
2004 * fixed turning movement of butterflies and fireflies (no frame reset)
2005 * enhanced sniksnak turning movement (two steps instead of only one)
2008 * version number set to 3.0.8
2011 * version 3.0.7 released
2014 * fixed reset of player animation frame when, for example,
2015 walking, digging or collecting share the same animation
2016 * fixed CE with "deadly when touching" exploding when touching amoeba
2019 * fixed tape recording when player is created from CE element change
2022 * introduced "turning..." action graphic for elements with move delay
2023 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2024 * added turning animations for bug, spaceship and sniksnak
2027 * prevent "extended" changed elements from delay change in same frame
2030 * fixed bug when pushing element that can move away to the side
2031 (like pushing falling elements, but now with moving elements)
2034 * finally fixed serious bug in code for delayed element pushing (again)
2037 * unavailable setup options now marked as "n/a" instead of "off"
2038 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2039 to "true", levels are always played with the latest game engine,
2040 which is desired for levels that are imported from other games; all
2041 other levels are played with the engine version stored in level file
2042 (which is normally the engine version the level was created with)
2045 * fixed serious bug in code for delayed element pushing
2046 * fixed little bug in animation frame selection for pushed elements
2047 * speed-up of reading config file for verbose output
2050 * added configuration option for opening and closing Supaplex exit
2051 * added configuration option for moving up/down animation for Murphy
2052 * fixed incorrectly displayed animation for attacking dragon
2053 * fixed bug with not setting initial gravity for each new game
2054 * fixed bug with teleportation of player by custom element change
2055 * fixed bug with player not getting smashed by rock sometimes
2058 * version number set to 3.0.7
2061 * version 3.0.6 released
2064 * added support for MP3 music for SDL version through SMPEG library
2067 * fixed bug when initializing font graphic structure
2068 * fixed bug with animation mode "pingpong" when using only 1 frame
2069 * fixed bug with extended change target introduced in 3.0.5
2070 * fixed bug where passing over moving element doubles player speed
2071 * fixed bug with elements continuing to move into push direction
2072 * fixed bug with duplicated player when dropping bomb with shield on
2073 * added "switching" event for custom elements ("pressing" only once)
2074 * fixed switching bug (resetting flag when not switching but not idle)
2077 * fixed element tokens for certain file elements with ".active" etc.
2080 * version number set to 3.0.6
2083 * version 3.0.5 released
2086 * now four envelope elements available
2087 * font, background, animation and sound for envelope now configurable
2088 * main menu doors opening/closing animation type now configurable
2091 * active/inactive sides configurable for custom element changes
2092 * new movement type "move when pushed" available for custom elements
2095 * fixed bug in multiple config pages loader code that caused crashes
2098 * enhanced (remaining low-resolution) Supaplex graphics
2101 * version number set to 3.0.5
2104 * version 3.0.4 released
2106 2003-09-12 src/tools.c
2107 * fixed bug in custom definition of crumbled element graphics
2109 2003-09-11 src/files.c
2110 * fixed bug in multiple config pages code that caused crashes
2113 * version number set to 3.0.4
2116 * version 3.0.3 released
2119 * added music to Supaplex classic level set
2121 2003-09-07 src/libgame/misc.c
2122 * added support for loading various music formats through SDL_mixer
2124 2003-09-06 (various source files)
2125 * fixed several nasty bugs that may have caused crashes on some systems
2126 * added envelope content which gets displayed when collecting envelope
2127 * added multiple change event pages for custom elements
2129 2003-08-24 src/game.c
2130 * fixed problem with player animation when snapping and moving
2132 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2133 * fixed problem with flickering when drawing toon animations
2135 2003-08-23 src/libgame/sdl.c
2136 * fixed problem with setting mouse cursor in SDL version in fullscreen
2138 2003-08-23 src/game.c
2139 * fixed bug (missing array boundary check) which could crash the game
2142 * version number set to 3.0.3
2145 * version 3.0.2 released
2147 2003-08-21 src/game.c
2148 * fixed bug with creating inaccessible elements at player position
2150 2003-08-20 src/init.c
2151 * fixed bug with not finding current level artwork directory
2153 2003-08-20 src/files.c
2154 * fixed bug with choosing wrong engine version when playing tapes
2155 * fixed bug with messing up custom element properties in 3.0.0 levels
2158 * version number set to 3.0.2
2161 * version 3.0.1 released
2163 2003-08-17 (no source files affected)
2164 * changed all "classic" PCX image files with 16 colors or less to
2165 256 color (8 bit) storage format, because the Allegro game library
2166 cannot handle PCX files with less than 256 colors (contributed
2167 graphics are not affected and might look wrong in the DOS version)
2169 2003-08-16 src/init.c
2170 * fixed bug which (for example) crashed the level editor when defining
2171 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2172 (only set to default) -- invalid graphics now set to default graphic
2174 2003-08-16 src/init.c
2175 * fixed graphical bug of player digging/collecting/snapping element
2176 when no corresponding graphic/animation is defined for this action,
2177 resulting in player being drawn as EL_EMPTY (which should only be
2178 done to elements being collected, but not to the player)
2180 2003-08-16 src/game.c
2181 * fixed small graphical bug of player not totally moving into exit
2183 2003-08-16 src/libgame/setup.c
2184 * fixed bug with wrong MS-DOS 8.3 filename conversion
2186 2003-08-16 src/tools.c
2187 * fixed bug with invisible mouse cursor when pressing ESC while playing
2189 2003-08-16 (various source files)
2190 * added another 128 custom elements (disabled in editor by default)
2192 2003-08-16 src/editor.c
2193 * fixed NULL string bug causing Solaris to crash in sprintf()
2195 2003-08-16 src/screen.c
2196 * fixed drawing over scrollbar on level selection with custom fonts
2198 2003-08-15 src/game.c
2199 * cleanup of simple sounds / loop sounds / music settings
2201 2003-08-08 (various source files)
2202 * added custom element property for dropping collected elements
2204 2003-08-08 src/conf_gfx.c
2205 * fixed bug with missing graphic for active red disk bomb
2207 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2208 * extended variable "level.gravity" to "level.initial_gravity" and
2209 "game.current_gravity" to prevent level setting from being changed
2210 by playing the level (keeping the runtime value after playing)
2212 * fixed graphics bug when digging element that has 'crumbled' graphic
2213 definition, but not 'diggable' graphic definition
2216 * version number set to 3.0.1
2219 * version 3.0.0 released
2222 * various bug fixes; among others:
2223 - fixed bug with pushing spring over empty space
2224 - fixed bug with leaving tube while placing dynamite
2225 - fixed bug with explosion of smashed penguins
2226 - allow Murphy player graphic in levels with non-Supaplex elements
2230 * I have forgotten to document changes for some time
2233 * pre-release version 2.2.0rc1 released
2236 * version number set to 2.1.2
2239 * version 2.1.1 released
2242 * version number set to 2.1.1
2245 * version 2.1.0 released
2248 * version number set to 2.1.0
2250 2002-04-03 to 2002-05-19 (various source files)
2251 * graphics, sounds and music now fully configurable
2252 * bug fixed that prevented walking through tubes when gravity on
2254 2002-04-02 src/events.c, src/editor.c
2255 * Make Escape key less aggressive when playing or when editing level.
2256 This can be configured as an option in the setup menu. (Default is
2257 "less aggressive" which means "ask user if something can be lost"
2258 when pressing the Escape key.)
2260 2002-04-02 src/screen.c
2261 * Added "graphics setup" screen.
2263 2002-04-01 src/screen.c
2264 * Changed "choose level" setup screen stuff to be more generic (to
2265 make it easier to add more "choose from generic tree" setup screens).
2267 2002-04-01 src/config.c, src/timestamp.h
2268 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2269 automatically gets created by "src/Makefile" and contains an actual
2270 compile-time timestamp to identify development versions of the game).
2272 2002-03-31 src/tape.c, src/events.c
2273 * Added quick game/tape save/load functions to tape stuff which can be
2274 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2275 loads previously recorded tape and directly goes into recording mode
2276 from the end of the tape (therefore appending to the tape).
2278 2002-03-31 src/tape.c
2279 * Added "index mark" function to tape recorder. When playing or
2280 recording, "eject" button changes to "index" button. Setting index
2281 mark is not yet implemented, but pressing index button when playing
2282 allows very quick advancing to end of tape (when normal playing),
2283 very fast forward mode (when playing with normal fast forward) or
2284 very fast reaching of "pause before end of tape" (when playing with
2285 "pause before end" playing mode).
2287 2002-03-30 src/cartoons.c
2288 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2290 2002-03-29 src/screen.c
2291 * Changed setup screen stuff to be more generic (to make it easier
2292 to add more setup screens).
2294 2002-03-23 src/main.c, src/main.h
2295 * Various changes due to the introduction of the new libgame files
2296 "setup.c" and "joystick.c".
2298 2002-03-23 src/files.c
2299 * Generic parts of "src/files.c" (mainly setup and level directory
2300 stuff) moved to new libgame file "src/libgame/setup.c".
2302 2002-03-23 src/joystick.c
2303 * File "src/joystick.c" moved to libgame source tree, with
2304 correspondig changes.
2306 2002-03-22 src/screens.c
2307 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2308 (Wrong level series information displayed when entering main group.)
2310 2002-03-22 src/editor.c
2311 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2313 2002-03-22 src/editor.c
2314 * Changed behaviour of "Escape" key in level editor to be more
2315 intuitive: When in "Element Properties" or "Level Info" mode,
2316 return to "Drawing Mode" instead of leaving the level editor.
2318 2002-03-21 src/game.c, src/editor.c, src/files.c
2319 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2320 gems (emeralds, diamonds, ...) slipping down from normal wall,
2321 steel wall and growing wall (as in E.M.C. style levels). Although
2322 the behaviour of contributed and private levels wasn't changed (due
2323 to the use of "level.game_version"; see previous entry), editing
2324 those levels will (of course) change the behaviour accordingly.
2326 This change seems a bit too hard after thinking about it, because
2327 the EM style behaviour is not the "expected" behaviour (gems would
2328 normally only slip down from "rounded" walls). Therefore this was
2329 now changed to an element property for gem style elements, with the
2330 default setting "off" (which means: no special EM style behaviour).
2331 To fix older converted levels, this flag is set to "on" for pre-2.0
2332 levels that are neither contributed nor private levels.
2334 2002-03-20 src/files.h
2335 * Corrected settings for "level.game_version" depending of level type.
2336 (Contributed and private levels always get played with game engine
2337 version they were created with, while converted levels always get
2338 played with the most recent version of the game engine, to let new
2339 corrections of the emulation behaviour take effect.)
2341 2002-03-20 src/main.h
2342 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2343 compiling the SDL version on some systems.
2344 Thanks to the several people who pointed this out.
2347 * Version number set to 2.0.2.
2350 * Version 2.0.1 released.
2352 2002-03-18 src/screens.c
2353 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2355 2002-03-18 src/files.c [src/libgame/misc.c]
2356 * Moved some common functions from src/files.c to src/libgame/misc.c.
2358 2002-03-18 src/files.c [src/libgame/misc.c]
2359 * Changed permissions for new directories and saved files (especially
2360 score files) according to suggestions of Debian users and mantainers.
2361 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2363 2002-03-17 src/files.c
2364 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2365 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2366 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2367 for levels and "TAPE" for tapes). Old "cookie" style format is
2368 still supported for reading. New level and tape files are written
2371 * New IFF chunk "VERS" contains version numbers for file and game
2372 (where "game version" is the version of the program that wrote the
2373 file, and "file version" is a version number to distinguish files
2374 with different format, for example after adding new features).
2376 2002-03-15 src/screen.c
2377 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2378 (Before, you heard a mixture of the in-game music and the
2379 hall-of-fame music.)
2381 2002-03-14 src/events.c
2382 * Function "DumpTape()" (files.c) now available by pressing 't' from
2383 main menu (when in DEBUG mode).
2385 2002-03-14 src/game.c
2386 * "GameWon()": When game was won playing a tape, now there is no delay
2387 raising the score and no corresponding sound is played.
2389 2002-03-14 src/files.c
2390 * Changed "LoadTape()" for real chunk support and also adjusted
2391 "SaveTape()" accordingly.
2393 2002-03-14 src/game.c, src/tape.c, src/files.c
2394 * Important changes to tape format: The old tape format stored all
2395 actions with a real effect with a corresponding delay between the
2396 stored actions. This had some major disadvantages (for example,
2397 push delays had to be ignored, pressing a button for some seconds
2398 mutated to several single button presses because of the non-action
2399 delays between two action frames etc.). The new tape format just
2400 stupidly records all device actions and replays them later. I really
2401 don't know why I haven't solved it that way before?! Old-style tapes
2402 (with tape file version less than 2.0) get converted to the new
2403 format on-the-fly when loading and can therefore still be played;
2404 only some minor parts of the old-style tape handling code was needed.
2405 (A perfect conversion is not possible, because there is information
2406 missing about the device actions between two action frames.)
2408 2002-03-14 src/files.c
2409 * New function "DumpTape()" to dump the contents of the current tape
2410 in a human readable format.
2412 2002-03-14 src/game.c
2413 * Small tape bug fixed: When automatically advancing to next level
2414 after a game was won, the tape from the previous level still was
2415 loaded as a tape for the new level.
2417 2002-03-14 src/tape.c
2418 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2419 tape, cartoons did not get completely removed because
2420 StopAnimation() was not called.
2422 2002-03-13 src/files.c
2423 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2424 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2425 size even when using 16-bit elements). Added new chunk "CNT2" for
2426 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2427 chunk even when content was 16-bit element). "CNT2" should now be
2428 able to store content for arbitrary elements (up to eight blocks of
2429 3 x 3 element arrays). All "CNT2" elements will always be stored as
2430 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2432 2002-03-13 src/files.c
2433 * Changed "LoadLevel()" for real chunk support.
2435 2002-03-12 src/game.c
2436 * Fixed problem (introduced after 2.0.0 release) with penguins
2437 not getting killed by enemies
2439 2002-02-24 src/game.c, src/main.h
2440 * Added "player->is_moving"; now "player->last_move_dir" does
2441 not contain any information if the player is just moving at
2443 Before, "player->last_move_dir" was misused for this purpose
2444 for the robot stuff (robots don't kill players when they are
2445 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2446 broke tapes when walking through pipes!
2447 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2448 in a continuous movement. This fact is ignored for friends and