2 * version number set to 3.2.5
5 * version 3.2.4 released
8 * fixed crash bug in toon drawing functions for large step offset values
11 * fixed some problems with displaying game panel when quick-loading tape
14 * fixed (experimental only) redrawing of every tile per frame (even if
15 unneeded) for the extended (R'n'D based) EMC graphics engine
16 * added optimization to only calculate element count for panel display
17 if really needed (that is, if element count values defined on panel)
18 * fixed problem with special editor door redraw when entering main menu
21 * fixed bug with displaying background for title messages on info screen
22 * some code cleanup for the extended (R'n'D based) EMC graphics engine
25 * fixed bug with CE action "move player" always resulting in player 4
26 if there was a CE action with no trigger player (because the player
27 element was calculated by using log_2() from trigger player bits with
28 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
29 triggering player bit mask and handling all players in "move player"
30 * fixed bug when defined artwork cannot be found for artwork that has
31 default artwork cloned from other artwork (without default filename)
32 * added several fixes to the extended (R'n'D based) EMC graphics engine
35 * fixed broken editor copy and paste for custom elements between levels
38 * title messages are now also searched in graphics artwork directory;
39 those found in graphics directory have precendence over those found
40 in level directory -- this handles title messages stored in graphics
41 directories as part of the artwork set, just like title images; this
42 makes sense, as corresponding special font definitions for messages
43 are usually defined in the same graphics artwork directory, and also
44 because title images and title messages that are combined in a level
45 set introduction should usually not be separated when the level set
46 is used with a different artwork set (e.g. using "override graphics")
47 * fixed problem with door borders on main screen by first drawing doors
48 and then the corresponding border masks, but not vice versa
49 * fixed problem with artwork config entries using the value "[DEFAULT]";
50 this does not what one might expect, but sets the value to an invalid
51 value -- solution: simply ignore such entries, which results in this
52 value keeping its previous (real) default value (in general, entries
53 that should use their default value should just not be defined here)
54 * fixed problem with wrong fading area size from main menu to setup menu
57 * fixed problem with broken crumbled graphics after level set changes
58 when using R'n'D custom artwork with level sets using the EMC engine
61 * fixed invisible "joysticks deactivated ..." text on setup input screen
64 * added use of hashes created from static lists (element tokens, image
65 config, font tokens) to speed up lookup of configuration parameters
66 * fixed bug where element and graphic config token lookup was mixed up
69 * added "busy" animation when initializing program and loading artwork
70 * added initialization profiling for program startup (debugging only)
73 * fixed(?) very strange bug apparently triggered by memset() when code
74 was cross-compiled with MinGW cross-compiler for Windows XP platform
75 (this only happened when using SDL.dll also self-compiled with MinGW)
78 * added graphics engine directive "border.draw_masked_when_fading" that
79 enables/disables drawing of border mask over screen that is just faded
82 * fixed small problem with separate fading definition for game screen
85 * added additional configuration directives for setup screen draw offset
86 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
87 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
88 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
89 used to define draw offset on custom artwork selection screens and
90 "CHOOSE_OTHER" is used on all other list style selection screens, like
91 choosing game speed or screen mode for fullscreen mode)
92 * added additional configuration directives to define main menu buttons:
93 - menu.button_name and menu.button_name.active
94 - menu.button_levels and menu.button_levels.active
95 - menu.button_scores and menu.button_scores.active
96 - menu.button_editor and menu.button_editor.active
97 - menu.button_info and menu.button_info.active
98 - menu.button_game and menu.button_game.active
99 - menu.button_setup and menu.button_setup.active
100 - menu.button_quit and menu.button_quit.active
101 * added eight pure decoration graphic definitions for the game panel
104 * added support for accessing native Diamond Caves II level packages
105 * fixed displaying of game panel values for Emerald Mine game engine
106 * fixed displaying end-of-level time and score values on new game panel
109 * added game panel control to display arbitrary elements on game panel
110 * added game panel control to display custom element score (globally
111 unique for identical custom elements) either as value or as element
112 * added ".draw_masked" and ".draw_order" to game panel control drawing
115 * fixed some general bugs with handling of ".active" elements and fonts
118 * cleanup of game panel elements (some elements were not really needed)
119 * added displaying of gravity state (on/off) as new game panel control
120 * added animation for game panel elements (similar to game elements)
123 * added new pseudo game mode "PANEL" to define panel fonts and graphics
124 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
125 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
126 (else graphics would have to use ".PLAYING", which would be confusing)
127 * fixed bug when fading out to game screen with border mask defined
130 * added attribute ".tile_size" for element style game panel controls
133 * added <space> key as additional valid key to use for confirm requester
136 * improved menu fading, adding separate fading definitions for entering
137 and leaving a "content" screen (in general), and optional definitions
138 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
141 * added (currently invisible) setup option to define scroll delay value
142 * fixed small bug in priority handling when auto-detecting level start
143 position in levels without player element (but player from CE etc.)
144 * added option "game.forced_scroll_delay_value" to override user choice
145 of scroll delay value for certain level sets with "graphicsinfo.conf"
146 * replaced setup option "scroll delay: on/off" by new setup option that
147 directly allows selecting the desired scroll delay value from 0 to 8
150 * added displaying of most game panel control elements (not animated)
153 * added new configuration directives to display additional game engine
154 values on the game control panel, like the following examples:
155 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
156 - game.panel.penguins - number of penguins to rescue
157 - game.panel.level_name - level name of current level
160 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
163 * added new player option "no centering when relocating" for "invisible"
164 teleportations to level areas that look exactly the same, giving the
165 illusion that the player did not relocate at all (this was the default
166 since 3.2.3, but caused visual problems with room creation in "Zelda")
167 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
170 * improved menu fading, adding separate fading definitions for entering
171 and leaving a menu and for fading between menu and "content" screens
172 * fixed small bug with recognizing also ".font_xyz" style definitions
175 * improved menu fading, adding separate fading definitions for fading
176 between menu screens and fading between menu and "destination" screens
179 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
180 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
181 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
182 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
184 * improved title fading, allowing fading animation types "none", "fade"
185 and "crossfade" (including cross-fading of last title to main menu)
188 * added configurability of graphics, sounds and music for title screens,
189 which are separated into initial title screens (only shown once at
190 program startup) and title screens shown for a given level set; these
191 title screens can be composed of up to five title images and up to
192 five title text messages (each drawn using an optional background
193 image), also using background music and/or sounds; aspects like
194 background images, sounds and music of title screens can either be
195 defined generally (valid for all title screens) or specifically (and
196 therefore differently for each title screen) using these directives:
198 to define a background image, sound or music file for all screens:
199 - background.TITLE_INITIAL (for all title screens for game startup)
200 - background.TITLE (for all title screens for level sets)
202 to define a background image, sound or music file for a single screen:
203 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
204 - background.titlescreen_x (with x in 1,2,3,4,5)
205 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
206 - background.titlemessage_x (with x in 1,2,3,4,5)
208 to define the title screen images:
209 - titlescreen_initial_x (with x in 1,2,3,4,5)
210 - titlescreen_x (with x in 1,2,3,4,5)
212 to define the title text messages, place text files into the level set
213 directory that have the following file names:
214 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
215 - titlemessage_x.txt (with x in 1,2,3,4,5)
217 to define the properties of the text messages, either use directives
218 that affect all text messages:
219 - [titlemessage_initial].<suffix>
220 - [titlemessage].<suffix>
221 or use directives that affect single text messages:
222 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
223 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
225 valid values for <suffix> are the same as for readme.<suffix> below;
226 use ".sort_priority" (default: 0) to define an arbitrary order for
227 title images and title messages (which can therefore be mixed)
230 * added full configurability of "readme.txt" screen appearance:
231 - readme.x: <left position used with alignment>
232 - readme.y: <top position>
233 - readme.width: <maximim text width in pixels>
234 - readme.height: <maximum text height in pixels>
235 - readme.chars: <maximum number of chars per line>
236 - readme.lines: <maximum number of lines displayed>
237 - readme.align: left,center,right (default: center)
238 - readme.top: top,middle,bottom (default: top)
239 - readme.font: font name
240 - readme.autowrap: true,false (default: true)
241 - readme.centered: true,false (default: false)
242 - readme.parse_comments: true,false (default: true)
243 - readme.sort_priority: (not used here, but only for title screens)
244 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
245 default), they are automatically determined from "readme.width" and
246 "readme.height" accordingly; when they are not "-1", they have
247 precedence over "readme.width" and "readme.height"
248 * added internal ad-hoc config settings for displaying text files like
249 title messages or "readme.txt" style level set info files:
250 - .font: font name (default: readme.font)
251 - .autowrap: true,false (default: readme.autowrap)
252 - .centered: true,false (default: readme.centered)
253 - .parse_comments: true,false (default: readme.parse_comments)
254 (the leading '.' and the separating ':' are mandatory here); to use
255 these ad-hoc settings, they have to be written inside a comment, like
256 "# .autowrap: false" or "# .centered: true"; these settings then
257 override the above global settings (they can even be used more than
258 once, like "# .centered: true", then some text that should be drawn
259 centered, then "# .centered: false" to go back to non-centered text;
260 important note: after using "# .parse_comments: false", or when using
261 "readme.parse_comments: false", detecting and parsing comments inside
262 the file is disabled and comments are just printed like normal text;
263 also be aware that all automatic text size calculations are done with
264 the font defined in "readme.font", while using different fonts using
265 "# .font: <font>" inside the text file may cause unexpected results
268 * changed some numerical limits in the level editor from 255 to 999
271 * added option "system.sdl_videodriver" to select SDL video driver
272 * added output of SDL video and audio driver to "version info" page
275 * added group element drawing to IntelliDraw drawing functions
276 * fixed animation resetting problem again (last try broke Snake Bite)
277 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
280 * added new (special) "include: <filename>" directive that works in all
281 configuration files (like "graphicsinfo.conf") and that has the same
282 effect as if that directive would be replaced with the content of the
283 specified file (this can be useful to split large configuration files
284 into several smaller ones and include them from one main file, or to
285 store configuration settings that always stay the same into a separate
286 file, while including it and only add those parts that really change)
289 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
292 * fixed bug in "InitMovingField()" where treating an integer array as
293 boolean caused wrong resetting of animations while elements are moving
294 * fixed problem with resetting animations when starting element change
297 * added sort priority for order of title screens and title messages
300 * changed end of game again: do not wait for the user to press a key
301 anymore, but directly ask/confirm tape saving and go to hall of fame
302 * re-enabled quitting of lost game by pressing space or return again
303 * added blanking of mouse pointer when displaying title screens
304 * added remaining menu draw offset definitions for info sub-screens
307 * added setup option to select game speed (from very slow to very fast)
308 * improved handling of title text messages (initial and for level set)
311 * added new options "auto-wrap" and "centered" for DC2 style envelopes
314 * fixed displaying and typing of player name when it is centered
315 * added special characters to be allowed for player name (not only A-Z)
318 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
319 (newer versions of the SDL library seem to not like this anymore)
322 * added code for configuration directives for control of game panel
325 * fixed small cosmetical bug with underlining property tabs in editor
328 * fixed small drawing bug in X11FadeRectangle
329 * added new elements for newly supported Diamond Caves II levels:
330 - EM/DC style exits that disappear after passing
331 - white key and gate (one white key needed for each white gate)
332 - fake gate (there is no key to open/pass this kind of gate!)
333 - extended magic wall which also handles pearls and crystals
337 * changed maximum value for endless loop detection to a higher value
338 (some levels really used very deep recursion without being endless)
341 * added new elements for newly supported Diamond Caves II levels:
342 - growing steel walls
343 - snappable land mine
346 * added new elements for newly supported Diamond Caves II levels:
347 - steel text elements
350 * added level file loader for native Diamond Caves II levels
353 * version number set to 3.2.4
356 * version 3.2.3 released
359 * fixed malloc/free bug when updating EMC artwork entries in level list
360 * added workaround (warning and request to quit the current game) when
361 changing elements cause endless recursion loop (which would otherwise
362 freeze the game, causing a crash-like program exit on some systems)
365 * fixed nasty string overflow bug when entering too long envelope text
368 * added feedback sounds for menu navigation "menu.item.activating" and
369 "menu.item.selecting" (for highlighting and executing menu entries)
372 * improved "no scrolling when relocating" to also consider scroll delay
373 (meaning that the player is not automatically centered in this case;
374 this makes it possible to "invisibly" relocate the player to a region
375 of the level playfield which looks the same as the old level region)
376 * fixed bug with not recognizing "main.input.name.align" when active
379 * fixed bug with displaying masked borders over title screens when
380 screen fading is disabled
383 * fixed infinite loop / crash bug when killing the player while having
384 a CE with the setting "kill player X when explosion of <player X>"
385 * added special editor graphic for "char_space" to distinguish it from
386 "empty_space" when editing a level (in-game graphics still the same)
389 * fixed nasty bug with initialization only done for the first player
392 * small change to handle loading empty element/content list micro chunks
395 * uploaded pre-release (test) version 3.2.3-0 binary and source code
398 * some optimizations on startup speed by reducing initial text output
401 * added caching of custom artwork information for faster startup times
404 * fixed graphical bug when using fewer menu entries on level selection
405 screen than usual (with "menu.list_size.LEVELS" directive)
406 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
407 the backbuffer to the backbuffer by error (with identical rectangle)
410 * fixed bug when displaying titlescreen with size less than element tile
411 * fixed bug that caused elements with "change when digging <e>" event
412 to change for _every_ digged element, not only those specified in <e>
413 * fixed bug that caused impact style collision when dropping element one
414 tile over the player that can both fall down and smash players
415 * fixed bug that caused impact style collision when element changed to
416 falling/smashing element over the player immediately after movement
419 * fixed bug that allowed making engine snapshots from the level editor
422 * fixed bugs with player name and current level positions on main screen
425 * added configuration directives for control of title screens:
426 - "title.fade_delay" for fading time
427 - "title.post_delay" for pause between screens (when not crossfading)
428 - "title.auto_delay" to automatically continue after some time
429 these settings can each be overridden by specifying them with titles:
430 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
431 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
432 fading mode can also be specified:
433 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
434 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
435 default is using normal fading for menues and initial title screens,
436 while using cross-fading for level set title screens
437 * fixed bug with background not drawn in Hall of Fame after game was won
440 * added configuration directives for the remaining main menu items
443 * added additional configuration directives for info screen draw offset:
444 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
445 * added additional configuration directives for preview info text
446 * limited mouse wheel sensitive screen area to scrollable screen area
449 * added highlighted menu text entries to menu navigation when selected
452 * fixed bug that prevented player from correctly being created in the
453 top left corner by a custom element change in a level without player
454 * fixed bug that prevented player from being killed when indestructible,
455 non-walkable element is placed on player position by extended change
456 * added configurable menu button, text and input positions to main menu
459 * added page fading effects for remaining info sub-screens
460 * fixed small bug that caused some delays when answering door request
463 * added directives "border.draw_masked.*" for menu/playfield area and
464 door areas to display overlapping/masked borders from "global.border"
467 * fixed bug with CE with move speed "not moving" not being animated
468 * when changing player artwork by CE action, reset animation frame
471 * fixed bug with not unmapping main menu screen gadgets on other screens
472 * fixed bug with un-pausing a paused game by releasing still pressed key
473 * fixed bug with not redrawing screen when toggling to/from fullscreen
474 mode while fast reloading tape (without redrawing playfield contents)
475 * fixed bug with quick-saving tape snapshot despite answering with "no"
478 * version number set to 3.2.3
481 * version 3.2.2 released
484 * fixed bug with redrawing screen in fullscreen mode after quick tape
485 reloading when using the EMC game engine
486 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
489 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
492 * added engine snapshot functionality for instant tape reloading (this
493 only works for the last tape saved using "quick save", and does not
494 work across program restarts, because it completely works in memory)
497 * version number set to 3.2.2
500 * version 3.2.1 released
503 * fixed nasty bugs with handling error message file on Mac OS X systems
506 * general code cleanup (removing many annoying "#if 0" blocks etc.)
509 * fixed bug that caused broken tapes when manually appending to tapes
510 using the "pause before death" functionality, followed by recording
511 * added setup option to disable fading of screens for faster testing
514 * code cleanup of new fading functions
517 * changed behaviour after solved game -- do not immediately stop engine
518 * added some more smooth screen fadings (game start, hall of fame etc.)
521 * fixed bug with displaying pushed CE with value/score/delay anim_mode
524 * added configurable level preview position, tile size and dimensions
525 * added configurable game panel value positions (gems, time, score etc.)
528 * fixed small bug with time displayed incorrectly when collecting CEs
531 * fixed bug with bumpy scrolling with EM engine in double player mode
534 * added compatibility code to fix "Snake Bite" style levels that were
535 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
538 * fixed bug with scrollbars inside editor when using the Windows mouse
539 enhancement tool "True X-Mouse" (which injects key events to the event
540 queue to insert selected stuff into the Windows clipboard, which gets
541 confused with the "Insert" key for jumping to the last editor cascade
542 block in the element list)
543 * added Rocks'n'Diamonds icon for use as window icon to SDL version
544 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
547 * added selection of preferred fullscreen mode to setup / graphics menu
548 (useful if default mode 800 x 600 does not match screen aspect ratio)
551 * improved down-scaling of images for better editor and preview graphics
552 * changed user data directory for Mac OS X from Unix style to new place
555 * improved level number selection in main menu and player selection in
556 setup menu (input devices section) by using standard button gadgets
557 * added support for mouse scroll wheel (caused buggy behaviour before)
558 * added support for scrolling horizontal scrollbars with mouse wheel by
559 holding "Shift" key pressed while scrolling the wheel
560 * added support for single step mouse wheel scrolling by holding "Alt"
561 key pressed while scrolling the wheel (can be combined with "Shift")
562 * changed output file "stderr.txt" on Windows platform now always to be
563 created in the R'n'D sub-directory of the personal documents directory
564 * added Windows message box to direct to "stderr.txt" after error aborts
567 * improved general scrollbar handling (when jump-scrolling scrollbars)
570 * changed scrollbars to always show last line as first after scrolling
571 (that means jumping n - 1 screen lines instead of n screen lines)
574 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
575 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
576 * fixed special handling of vertically stacked acid becoming fake acid
579 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
580 affect multiple instances of the same CE, although this kind of
581 change condition usually only affects one single custom element
584 * version number set to 3.2.1
587 * version 3.2.0 released
590 * reorganized level editor element list a bit to match engines better
593 * fixed newly introduced bug with wrongly initializing clipboard element
596 * fixed bug with displaying visible/invisible level border in editor
599 * reorganized some elements in the level editor element list
602 * fixed bug with displaying any player as "yellow" when moving into acid
603 * fixed bug with displaying running player when player stopped at border
606 * fixed bug with player exploding when moving into acid
607 * fixed bug with level settings being reset in editor and when playing
608 (some compatibility settings being set not only after level loading)
609 * fixed crash bug when number of custom graphic frames was set to zero
610 * fixed bug with teleporting player on walkable tile not working anymore
611 * added partial compatibility support for pre-release-only "CONF" chunk
612 (to make Alan Bond's "color cycle" demo work again :-) )
615 * fixed some bugs when displaying title screens from info screen menu
616 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
619 * changed file major version to 3 to reflect level file format changes
620 * uploaded pre-release (test) version 3.2.0-8 binary and source code
623 * added new chunk "NAME" to level file format for level name settings
624 * added new chunk "NOTE" to level file format for envelope settings
625 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
626 * updated magic(5) file to recognize changed and new level file chunks
627 * removed change events "change when CE value/score changes" as unneeded
630 * changed gravity (which only affects the player) from level property
631 to player property (only makes a difference in multi-player levels)
632 * added change events "change when CE value/score changes"
633 * added change events "change when CE value/score changes of <element>"
636 * added new chunk "INFO" to level file format for global level settings
637 * added all element settings from "HEAD" chunk to "CONF" chunk
638 * added all global level settings from "HEAD" chunk to "INFO" chunk
641 * changed level file format by adding two new chunks "CUSX" (for custom
642 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
643 elements, replacing the previous "GRP1" chunk); these new IFF style
644 chunks use the new and flexible "micro chunks inside chunks" technique
645 already used with the new "CONF" chunk (for normal element properties)
646 which makes it possible to easily extend the existing level format
647 (instead of using fixed-length chunks like before, which are either
648 too big due to reserved bytes for future use, or too small when those
649 reserved bytes have all been used and even more data should be stored,
650 requiring the replacement by new and larger chunks just like it went
651 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
654 * added credits pages to the "credits" section that were really missing
655 * added some missing element descriptions to the level editor
656 * added down position of switchgate switch to the level editor
657 and allowed the use of both switch positions at the same time
658 * changed use of "Insert" and "Delete" keys to navigate element list in
659 level editor to start of previous or next cascading block of elements
662 * added the possibility to view the title screen to the info screen menu
663 * fixed some minor bugs with viewing title screens
666 * fixed bug with title (cross)fading in/out when using fullscreen mode
669 * fixed bug that forced re-defining of menu settings in local graphics
670 config file which are already defined in existing base config file
671 * fixed small bug that caused door sounds playing when music is enabled
674 * added the possibility to define up to five title screens for each
675 level set that are displayed after loading using (cross)fading in/out
676 (this was added to display the various start images of the EMC sets)
679 * added "CE score gets zero [of]" to custom element trigger conditions
680 * added setup option to display element token name in level editor
683 * added compatibility code for Juergen Bonhagen's menu artwork settings
686 * fixed bug with displaying wrong animation frame 0 after CE changes
687 * fixed bug with creating invisible elements when light switch is on
690 * added selection between ECS and AGA graphics for EMC levels to setup
693 * adjusted font handling for various narrow EMC style fonts
696 * changed EM engine behaviour back to re-allow initial rolling springs
699 * fixed handling of over-large selectboxes (less error-prone now)
700 * fixed bug when creating GE with walkable element under the player
703 * added use of "Insert" and "Delete" keys to navigate element list in
704 level editor to start of custom elements or start of group elements
705 * added virtual elements to access CE value and CE score of elements:
706 - "CE value of triggering element"
707 - "CE score of triggering element"
708 - "CE value of current element"
709 - "CE score of current element"
712 * fixed "grass" to "sand" in older EM levels (up to file version V4)
715 * changed behaviour of network games with internal errors (because of
716 different client frame counters) from immediately terminating R'n'D
717 to displaying an error message requester and stopping only the game
718 (also to prevent impression of crashes under non command-line runs)
719 * fixed playing network games with the EMC engine (did not work before)
720 * fixed bug with not scrolling the screen in multi-player mode with the
721 focus on player 1 when all players are moving in different directions
722 * fixed bug with keeping pointer to gadget even after its deallocation
723 * fixed bug with allowing "focus on all players" in network games
724 * fixed bug with player focus when playing tapes from network games
727 * uploaded pre-release (test) version 3.2.0-7 binary and source code
730 * code cleanup for game action control for R'n'D and EMC game engine
733 * fixed bug in multi-player movement with focus on both players
734 * added option to control only the focussed player with all input
737 * added player focus switching to level tape recording and re-playing
740 * fixed some bugs in player focus switching in EMC and RND game engine
743 * added special Supaplex animations for Murphy digging and snapping
744 * added special Supaplex animations for Murphy being bored and sleeping
747 * added four new yam yams with explicit start direction for EMC engine
748 * fixed bug in src/libgame/text.c with printing text outside the window
751 * fixed small bug in EMC level loader (copyright sign in EM II levels)
754 * added delayed ignition of EM style dynamite when used in R'n'D engine
755 * added limited movement range to EMC engine when focus on all players
758 * fixed bug with missing (zero) score values for native Supaplex levels
761 * added "continuous snapping" (snapping many elements while holding the
762 snap key pressed, without releasing the snap key after each element)
763 as a new player setting for more compatibility with the classic games
766 * finished scrolling for "focus on all players" in EMC graphics engine
769 * level sets with "levels: 0" are ignored for levels, but not artwork
770 * fixed bug when scanning empty level group directories (endless loop)
773 * fixed bug with explosion graphic for player using "Murphy" graphic
774 * fixed bug with explosion graphic if player leaves explosion in time
775 * changed some descriptive text in setup menu to use medium-width font
776 * added key shortcut settings for switching player focus to setup menu
779 * fixed bug with random value initialization when recording tapes
780 * fixed bug with playing single player tapes when team mode activated
783 * fixed little bug when trying to switch to player that does not exist
786 * added player switching (visual and quick) to R'n'D and EM game engine
787 * added setup option to select visual or quick in-game player switching
790 * added use of "Home" and "End" keys to handle element list in editor
793 * fixed bug with adding score when playing tape with EMC game engine
794 * added steel wall border for levels using EMC engine without border
795 * finally fixed delayed scrolling in EMC engine also for small levels
798 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
801 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
802 * fixed bug when displaying info element without action, but direction
805 * fixed minor graphical problems with springs smashing and slurping
806 (when using R'n'D style graphics instead of EMC style graphics)
809 * added scroll delay (as configured in setup) to EMC graphics engine
812 * improved screen redraw for EMC graphics engine (faster and smoother)
813 * when not scrolling, do not redraw the whole playfield if not needed
816 * added multi-player mode for EMC game engine (with up to four players)
819 * added android (can clone elements) from EMC engine to R'n'D engine
822 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
825 * added selectbox for initial player speed to player settings in editor
828 * version 3.1.2 created that is basically version 3.1.1, but with a
829 major bug fixed that prevented editing your own private levels
830 * version 3.1.2 released
833 * added magic ball (creates elements) from EMC engine to R'n'D engine
836 * uploaded fixed pre-release version 3.2.0-6 binary and source code
839 * fixed bug when using "CE can leave behind <trigger element>"
840 * added new change condition "(after/when) creation of <element>"
841 * added new change condition "(after/when) digging <element>"
842 * fixed bug accessing invalid gadget that caused crashes under Windows
843 * deactivated new possibility for multiple CE changes per frame
846 * uploaded pre-release (test) version 3.2.0-6 binary and source code
849 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
850 * fixed bug with not keeping CE value for moving CEs with only action
851 * changed CE action selectboxes in editor to be only reset when needed
854 * added option "use artwork from element" for custom player artwork
855 * added option "use explosion from element" for player explosions
858 * added cascaded element lists in the level editor
859 * added persistence for cascaded element lists by "editorcascade.conf"
860 * added dynamic element list with all elements used in current level
861 * added possibility for multiple CE changes per frame (experimental)
864 * uploaded pre-release (test) version 3.2.0-5 binary and source code
867 * changed "score for each 10 seconds/steps left" to "1 second/step"
868 * added own score for collecting "extra time" instead of sharing it
869 * added change events "switched by player" and "player switches <e>"
870 * added change events "snapped by player" and "player snaps <e>"
871 * added "set player artwork: <element choice>" to CE action options
872 * added change event "move of <element>"
875 * added "set player shield: off / normal / deadly" to CE action options
876 * added new player option "use level start element" in level editor
877 to set the correct focus at level start to elements from which the
878 player is created later (this did not work before for cascaded CE
879 changes resulting in creation of the player; it is now also possible
880 to create the player from a yam yam which is smashed at level start)
883 * added "set player speed: frozen (not moving)" to CE action options
884 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
887 * added new player option "block snap field" (enabled by default) to
888 make it possible to show a snapping animation like in Emerald Mine
891 * added dynamic selectboxes to custom element action settings in editor
892 * added "CE value" counter for custom elements (instead of "CE count")
893 * added option to use the last "CE value" after custom element change
894 * added option to use the "CE value" of other elements in CE actions
895 * fixed odd behaviour when pressing time orb in levels w/o time limit
896 * added checkbox "use time orb bug" for older levels that use this bug
899 * added missing configuration settings for the following elements:
900 - EL_TIMEGATE_SWITCH (time of open time gate)
901 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
902 - EL_SHIELD_NORMAL (time of shield duration)
903 - EL_SHIELD_DEADLY (time of shield duration)
904 - EL_EXTRA_TIME (time added to level time)
905 - EL_TIME_ORB_FULL (time added to level time)
908 * added "wind direction" as a movement pattern for custom elements
909 * added initial wind direction for balloon / custom elements to editor
910 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
913 * added parameters for "game of life" and "biomaze" elements to editor
916 * added level file chunk "CONF" for generic level and element settings
919 * uploaded pre-release (test) version 3.2.0-4 binary and source code
922 * skip empty level sets (with "levels: 0"; may be artwork base sets)
923 * added sound action ".page[1]" to ".page[32]" for each CE change page
926 * added image config suffix ".clone_from" to copy whole image settings
927 * fixed bug with invalid ("undefined") CE settings in old level files
930 * fixed graphical bug with smashing elements falling faster than player
933 * fixed major bug which prevented private levels from being edited
934 * fixed bug with precedence of general and special font definitions
937 * fixed graphical bug with player animation when player moves slowly
940 * uploaded pre-release (test) version 3.2.0-3 binary and source code
943 * fixed bug which prevented "global.num_toons: 0" from working
946 * major code cleanup (removed all these annoying "#if 0" blocks)
949 * added custom element actions for CE change page in level editor
952 * fixed music initialization bug in init.c (thanks to David Binderman)
953 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
954 (this bug must probably be fixed at other places, too)
957 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
958 (should be '#include <SDL.h>' instead)
961 * fixed bug which prevented "walkable from no direction" from working
962 (due to compatibility code overwriting this setting after loading)
965 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
968 * version number temporarily set to 3.1.1 (intermediate bugfix release)
969 * version 3.1.1 released
972 * changed some va_arg() arguments from 'long' to 'int', fixing problems
973 on 64-bit architecture systems with LP64 data model
976 * fixed bug with bombs not exploding when hitting the last level line
977 (introduced after the release of 3.1.0)
980 * added support for dumping small-sized level sketches from editor
983 * added recognition of "trigger element" for "change digged element to"
984 (this is not really what the "trigger element" was made for, but its
985 use may seem obvious for leaving back digged elements unchanged)
988 * fixed multiple warnings about failed joystick device initialization
991 * fixed bug with dynamite dropped on top of just dropped custom element
992 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
993 dynamite can still be dropped, but drop key must be released before
996 * fixed bug with wrong start directory when started from file browser
997 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1000 * fixed bug causing "change when impact" on player not working
1001 * fixed wrong priority of "hitting something" over "hitting <element>"
1002 * fixed wrong priority of "hit by something" over "hit by <element>"
1005 * fixed graphical bug which caused the player (being Murphy) to show
1006 collecting animations although the element was collected by penguin
1009 * fixed two bugs causing wrong door background graphics in system.c
1010 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1013 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1014 * added "no direction" to "walkable/passable from" selectbox options
1017 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1018 * in tape autoplay, not only report broken, but also missing tapes
1021 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1024 * fixed small bug with "linear" animation not working for active lamp
1027 * fixed bug with moving up despite gravity due to "block last field"
1028 * fixed small bug with wrong draw offset when typing name in main menu
1029 * when reading user names from "passwd", ignore data after first comma
1030 * when creating new "levelinfo.conf", only write some selected entries
1033 * fixed displaying "imported from/by" on preview with empty string
1034 * fixed ignoring draw offset for fonts used for level preview texts
1037 * fixed a delay problem with SDL and too many mouse motion events
1038 * added setup option "skip levels" and level skipping functionality
1041 * added move speed "not moving" for non-moving CEs, but with direction
1044 * fixed mapping of obsolete element token names in "editorsetup.conf"
1045 * fixed bug with sound "acid.splashing" treated as a loop sound
1046 * fixed some little sound bugs in native EM engine
1049 * fixed small bug when dragging scrollbars to end positions
1052 * added editor element descriptions written by Aaron Davidson
1055 * improved fallback handling when configured artwork is not available
1056 (now using default artwork instead of exiting when files not found)
1059 * fixed bug on level selection screen when dragging scrollbar
1062 * fixed bug which caused broken tapes when appending to EM engine tapes
1065 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1068 * added code to replace changed artwork config tokens with other tokens
1069 (needed for backwards compatibility, so that older tokens still work)
1072 * added native R'n'D graphics for some new EMC elements in EM engine
1075 * fixed some bugs in the EM engine integration code
1076 * changed EM engine code to allow diagonal movement
1077 * changed EM engine code to allow use of separate snap and drop keys
1080 * fixed some redraw bugs when using EM engine
1083 * fixed bug with not converting RND levels which are set to use native
1084 engine to native level structure when loading
1087 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1090 * version number set to 3.2.0
1093 * level data now reset to defaults after attempt to load invalid file
1096 * added use of "editorsetup.conf" for different level sets
1099 * added auto-detection for various types of Emerald Mine level files
1102 * fixed bug with scrollbars getting too small when list is very large
1105 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1108 * added most level editor configuration gadgets for new EMC elements
1111 * added more element and graphic definitions for new EMC elements
1114 * modified native EM engine to use integrated R'n'D sound system
1117 * added SDL support to graphics functions in native EM engine
1118 (by always using generic libgame interface functions)
1121 * fixed bug in frame synchronization in native EM engine
1124 * added code to convert levels between R'n'D and native EM engine
1127 * new Emerald Mine engine can now play levels selected in main menu
1130 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1131 (which creates scaled down graphics for level editor and preview);
1132 there's still a memory leak somewhere in the artwork handling code
1133 * added "scale image up" functionality to X11 version of zoom function
1136 * first attempts to integrate new, native Emerald Mine Club engine
1139 * fixed bug in gadget code which caused reset of CEs in level editor
1140 (example: pressing 'b' [grab brush] on CE config page erased values)
1141 (solution: check if gadgets in ClickOnGadget() are really mapped)
1142 * improved level change detection in editor (settings now also checked)
1143 * fixed bug with "can move into acid" and "don't collide with" state
1146 * fixed maze runner style CEs to use the configured move delay value
1149 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1152 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1153 * fixed the above fix because it broke level set "machine" (*sigh*)
1154 * fixed random element placement in level editor to work as expected
1155 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1158 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1161 * fixed bug (missing array boundary check) which caused broken tapes
1162 * fixed bug (when loading level template) which caused broken levels
1163 * fixed bug with new block last field code when using non-yellow player
1166 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1167 * internal change of how the player blocks the last field when moving
1168 * fixed blocking delay of last field for EM and SP style block delay
1169 * fixed bug where the player had to wait for the usual move delay after
1170 unsuccessfully trying to move, when he directly could move after that
1171 * the last two changes should make original Supaplex level 93 solvable
1172 * improved use of random number generator to make it less predictable
1173 * fixed behaviour of slippery SP elements to let slip left, then right
1176 * fixed bug with wrong door state after trying to quickload empty tape
1177 * fixed waste of static memory usage of the binary, making it smaller
1178 * fixed very little graphical bug in Supaplex explosion
1181 * version number set to 3.1.1
1184 * version 3.1.0 released
1187 * fixed bug with crash when writing user levelinfo.conf the first time
1190 * added option "convert LEVELDIR [NR]" to command line batch commands
1191 * re-converted Supaplex levels to apply latest engine fixes
1192 * changed "use graphic/sound of element" to "use graphic of element"
1193 due to compatibility problems with some levels ("bug machine" etc.)
1196 * fixed bug with CE change replacing player with same or other player
1199 * fixed bug with opaque font in envelope with background graphic when
1200 background graphic is not transparent itself
1203 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1204 * corrected original Supaplex level loading code to use these new ports
1205 * also corrected Supaplex loader to auto-count infotrons if set to zero
1208 * fixed bug with missing initialization of "modified" flag for GEs
1211 * fixed bug that caused endless recursion loop when relocating player
1212 * fixed tape recorder bug in "step mode" when using "pause before end"
1213 * fixed tape recorder bug when changing from "warp forward" mode
1216 * fixed bug with "when touching" for pushed elements at last position
1219 * fixed bug that caused two activated toolbox buttons in level editor
1220 * fixed bug with exploding dynabomb under player due to other explosion
1223 * fixed bug with creating walkable custom element under player (again)
1224 * fixed bug with not copying explosion type when copying CEs in editor
1225 * fixed graphical bug when drawing player in setup menu (input devices)
1226 * fixed graphical bug when the player is pushing an accessible element
1227 * fixed bug with classic switchable elements triggering CE changes
1228 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1229 * fixed crash bug when CE leaves behind the trigger player element
1232 * fixed bug with broken tubes after placing/exploding dynamite in them
1233 * fixed bug with exploding dynamite under player due to other explosion
1234 * fixed bug with not resetting push delay under certain circumstances
1237 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1238 * added network multiplayer code for Windows (thanks to Niko Böhm)
1241 * added option "reachable despite gravity" for gravity movement
1242 * changed gravity movement of most classic walkable and passable
1243 elements back to "not reachable" (for compatibility reasons)
1246 * fixed (removed) "indestructible" / "can explode" dependency in editor
1247 * fixed (removed) "accessible inside" / "protected" dependency
1248 * fixed (removed) "step mode" / "shield time" dependency
1251 * fixed dynabombs exploding now into anything diggable
1252 * fixed Supaplex style gravity movement into buggy base now impossible
1253 * added pressing key "space" as valid action to select menu options
1256 * added "replace when walkable" to relocate player to walkable element
1257 * added "enter"/"leave" event for elements affected by relocation
1258 * fixed "direct"/"indirect" change order also for "when change" event
1259 * fixed graphical bug when pushing things from elements walkable inside
1262 * fixed graphic bug when player is snapping while moving in old levels
1263 * fixed bug when a moving custom element leaves a player element behind
1264 * fixed bug with mole not disappearing when moving into acid pool
1265 * fixed bug with incomplete path setting when using "--basepath" option
1266 * moving CE can now leave walkable elements behind under the player
1267 * when relocating, player can be set on walkable element now
1268 * fixed another gravity movement bug
1271 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1274 * added "collectible" and "removable" to extended replacement types
1275 (where "removable" replaces "diggable" and "collectible" elements)
1276 * added "collectible & throwable" (to throw element to the next field)
1277 * fixed bug with CEs digging elements that are just about to explode
1278 * changed mouse cursor now always being visible when game is paused
1281 * added possibility to push/press accessible elements from a side that
1283 * fixed bug with not setting actual date when appending to tape
1286 * fixed bug with incorrectly initialized custom element editor graphics
1289 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1290 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1293 * fixed bug with destroyed robot wheel still attracting robots forever
1294 * fixed bug with time gate switch deactivating after robot wheel time
1295 (while the time gate itself is not affected by this misbehaviour)
1296 * changed behaviour of BD style amoeba to always get blocked by player
1297 (before it was different when there were non-BD elements in level)
1298 * fixed bug with player destroying indestructable elements with shield
1301 * added option to make growing elements grow into anything diggable
1302 (for the various amoeba types, biomaze and "game of life")
1305 * fixed bug with movable elements not moving after left behind by CEs
1306 * changed gravity movement to anything diggable, not only sand/base
1307 * optionally allowing passing to walkable element, not only empty space
1308 * added option "can pass to walkable element" for players
1309 * finally fixed gravity movement (hopefully)
1312 * fixed bug with movable elements not moving anymore after falling down
1315 * fixed another bug with custom elements digging and leaving elements
1316 * fixed bug with "along left/right side" and automatic start direction
1317 * trigger elements now also displayed when "more custom" deactivated
1318 * fixed bug with clipboard element initialized when loading new level
1319 * added option "drop delay" to set delay before dropping next element
1322 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1325 * added copy and paste functions for custom change pages
1326 * enhanced graphical display and functionality of tape recorder
1327 * fixed bug with custom elements digging and leaving elements
1330 * added move speed faster than "very fast" for custom elements
1331 * fixed bug with 3+3 style explosions and missing border content
1332 * fixed little bug when copying custom elements in the editor
1333 * enhanced custom element changes by more side trigger actions
1336 * added option "no scrolling when relocating" for instant teleporting
1337 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1340 * added trigger element and trigger player to use as target elements
1341 * added copy and paste functions for custom and group elements
1344 * fixed graphical bug when displaying explosion animations
1345 * fixed bug when appending to tapes, resulting in broken tapes
1346 * re-recorded a few tapes broken by fixing gravity checking bug
1349 * "can move into acid" property now for all elements independently
1350 * "can fall into acid" property for player stored in same bitfield now
1351 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1352 * version number set to 3.1.0 (finally!)
1355 * changed tape recording to only record input, not programmed actions
1358 * fixed totally broken (every 8th frame skipped) step-by-step recording
1359 * fixed bug with requester not displayed when quick-loading interrupted
1360 * added option "can fall into acid (with gravity)" for players
1361 * fixed bug with player not falling when snapping down with gravity
1364 * fixed bug which messed up key config when using keypad number keys
1367 * fixed bug which allowed moving upwards even when gravity was active
1368 * fixed bug with missing error handling when dumping levels or tapes
1371 * added different colored editor graphics for Supaplex gravity tubes
1374 * fixed bug that allowed solvable tapes for unsolvable levels
1377 * use unlimited number of droppable elements when "count" set to zero
1378 * added option to use step limit instead of time limit for level
1381 * added player and change page as trigger for custom element change
1384 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1387 * fixed bug with dark yamyam changing to acid when moving over acid
1388 * fixed handling of levels with more than 999 seconds level time
1389 (example: level 76 of "Denmine")
1392 * "spring push bug" reintroduced as configurable element property
1393 * fixed bug with missing properties for "mole"
1394 * fixed bug that showed up when fixing the above "mole" properties bug
1395 * added option "can move into acid" for all movable elements
1396 * fixed graphical bug for elements moving into acid
1397 * changed event handling to handle all pending events before going on
1400 * fixed bug which caused all CE change pages to be ignored which had
1401 the same change event, but used a different element side
1402 (reported by Simon Forsberg)
1404 * fixed bug which caused elements that can move and fall and that are
1405 transported by a conveyor belt to continue moving into that direction
1406 after leaving the conveyor belt, regardless of their own movement
1407 type; only elements which can not move are transported now
1408 (reported by Simon Forsberg)
1410 * fixed bug which could cause an array overflow in RelocatePlayer()
1411 (reported by Niko Böhm)
1413 * changed Emerald Mine style "passable / over" elements to "protected"
1414 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1416 * added new option to select from which side a "walkable/passable"
1417 element can be entered
1420 * added explosion and ignition delay for elements that can explode
1423 * fixed bug which caused player not being protected against enemies
1424 when a CE was "walkable / inside" and was not "indestructible"
1425 * added "walkable/passable" fields to be "protected/unprotected"
1426 against enemies, even if not accessible "inside" but "over/under"
1429 * corrected move pattern to 32 bit and initial move direction to 8 bit
1432 * added second custom element base configuration page
1435 * added some special EMC mappings to Emerald Mine level loader
1436 (also covering previously unknown element in level 0 of "Bondmine 8")
1439 * added option to block last field when player is moving (for Supaplex)
1440 * adjusted push delay of Supaplex elements
1441 * removed delays for envelopes etc. when replaying with maximum speed
1442 * fixed bug when dropping element on a field that just changed to empty
1445 * fixed bug: infotrons can now smash yellow disks
1446 * fixed bug: when gravity active, port above player can now be entered
1447 * removed "one white dot" mouse pointer which irritated some people
1450 * added "choice type" for group element selection
1453 * fixed bug with initial invulnerability of non-yellow player
1456 * added level loader for loading native Supaplex packed levels
1457 (including multi-part levels like the "splvls99" levels)
1460 * fixed bug which allowed creating emeralds by escaping explosions
1463 * custom elements can change (limited) or leave (unlimited) elements
1464 * finally added multiple matches using group elements
1465 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1468 * added new start movement type "previous" for continued CE movement
1469 * added new start movement type "random" for random CE movement start
1472 * added new element "sokoban_field_player" needed for Sokoban levels
1473 (thanks to Ed Booker for pointing this out!)
1476 * added elements that can be digged or left behind by custom elements
1479 * added group elements for multiple matches and random element creation
1482 * fixed some graphical errors displayed in old levels
1485 * fixed wrong double speed movement after passing closing gates
1488 * added level loader for loading native Emerald Mine levels
1491 * changes for "shooting" style CE movement
1494 * Happy New Year! ;-)
1497 * changed default snap/drop keys from left/right Shift to Control keys
1500 * fixed bug with dead player getting reanimated from custom element
1503 * fixed bug with wrong penguin graphics (when entering exit)
1506 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1509 * version number set to 3.0.9
1512 * version 3.0.8 released
1515 * added function checked_free()
1518 * fixed bug with double nut cracking sound
1519 (by eliminating "default element action sound" assignment in init.c)
1522 * fixed crash when no music info files are available
1525 * fixed boring and sleeping sounds
1528 * added "maze runner" and "maze hunter" movement types
1529 * added extended collision conditions for custom elements
1532 * added warnings for undefined token values in artwork config files
1535 * added menu entry for level set information to the info screen
1538 * fixed bug with wrong default impact sound for colored emeralds
1541 * added several sub-screens for the info screen
1542 * menu text now also clickable (not only blue/red sphere left of it)
1545 * added configurable "bored" and "sleeping" animations for the player
1546 * added "awakening" sound for player when waking up after sleeping
1549 * added "copy" and "exchange" functions for custom elements to editor
1552 * added configurable element animations for info screen
1555 * added configurable music credits for info screen
1558 * finally fixed tape recording when player is created from CE change
1561 * added "editorsetup.conf" for editor element list configuration
1564 * added "musicinfo.conf" for menu and level music configuration
1567 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1568 (that only showed up on Linux, but not on Windows systems)
1571 * fixed turning movement of butterflies and fireflies (no frame reset)
1572 * enhanced sniksnak turning movement (two steps instead of only one)
1575 * version number set to 3.0.8
1578 * version 3.0.7 released
1581 * fixed reset of player animation frame when, for example,
1582 walking, digging or collecting share the same animation
1583 * fixed CE with "deadly when touching" exploding when touching amoeba
1586 * fixed tape recording when player is created from CE element change
1589 * introduced "turning..." action graphic for elements with move delay
1590 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1591 * added turning animations for bug, spaceship and sniksnak
1594 * prevent "extended" changed elements from delay change in same frame
1597 * fixed bug when pushing element that can move away to the side
1598 (like pushing falling elements, but now with moving elements)
1601 * finally fixed serious bug in code for delayed element pushing (again)
1604 * unavailable setup options now marked as "n/a" instead of "off"
1605 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1606 to "true", levels are always played with the latest game engine,
1607 which is desired for levels that are imported from other games; all
1608 other levels are played with the engine version stored in level file
1609 (which is normally the engine version the level was created with)
1612 * fixed serious bug in code for delayed element pushing
1613 * fixed little bug in animation frame selection for pushed elements
1614 * speed-up of reading config file for verbose output
1617 * added configuration option for opening and closing Supaplex exit
1618 * added configuration option for moving up/down animation for Murphy
1619 * fixed incorrectly displayed animation for attacking dragon
1620 * fixed bug with not setting initial gravity for each new game
1621 * fixed bug with teleportation of player by custom element change
1622 * fixed bug with player not getting smashed by rock sometimes
1625 * version number set to 3.0.7
1628 * version 3.0.6 released
1631 * added support for MP3 music for SDL version through SMPEG library
1634 * fixed bug when initializing font graphic structure
1635 * fixed bug with animation mode "pingpong" when using only 1 frame
1636 * fixed bug with extended change target introduced in 3.0.5
1637 * fixed bug where passing over moving element doubles player speed
1638 * fixed bug with elements continuing to move into push direction
1639 * fixed bug with duplicated player when dropping bomb with shield on
1640 * added "switching" event for custom elements ("pressing" only once)
1641 * fixed switching bug (resetting flag when not switching but not idle)
1644 * fixed element tokens for certain file elements with ".active" etc.
1647 * version number set to 3.0.6
1650 * version 3.0.5 released
1653 * now four envelope elements available
1654 * font, background, animation and sound for envelope now configurable
1655 * main menu doors opening/closing animation type now configurable
1658 * active/inactive sides configurable for custom element changes
1659 * new movement type "move when pushed" available for custom elements
1662 * fixed bug in multiple config pages loader code that caused crashes
1665 * enhanced (remaining low-resolution) Supaplex graphics
1668 * version number set to 3.0.5
1671 * version 3.0.4 released
1673 2003-09-12 src/tools.c
1674 * fixed bug in custom definition of crumbled element graphics
1676 2003-09-11 src/files.c
1677 * fixed bug in multiple config pages code that caused crashes
1680 * version number set to 3.0.4
1683 * version 3.0.3 released
1686 * added music to Supaplex classic level set
1688 2003-09-07 src/libgame/misc.c
1689 * added support for loading various music formats through SDL_mixer
1691 2003-09-06 (various source files)
1692 * fixed several nasty bugs that may have caused crashes on some systems
1693 * added envelope content which gets displayed when collecting envelope
1694 * added multiple change event pages for custom elements
1696 2003-08-24 src/game.c
1697 * fixed problem with player animation when snapping and moving
1699 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1700 * fixed problem with flickering when drawing toon animations
1702 2003-08-23 src/libgame/sdl.c
1703 * fixed problem with setting mouse cursor in SDL version in fullscreen
1705 2003-08-23 src/game.c
1706 * fixed bug (missing array boundary check) which could crash the game
1709 * version number set to 3.0.3
1712 * version 3.0.2 released
1714 2003-08-21 src/game.c
1715 * fixed bug with creating inaccessible elements at player position
1717 2003-08-20 src/init.c
1718 * fixed bug with not finding current level artwork directory
1720 2003-08-20 src/files.c
1721 * fixed bug with choosing wrong engine version when playing tapes
1722 * fixed bug with messing up custom element properties in 3.0.0 levels
1725 * version number set to 3.0.2
1728 * version 3.0.1 released
1730 2003-08-17 (no source files affected)
1731 * changed all "classic" PCX image files with 16 colors or less to
1732 256 color (8 bit) storage format, because the Allegro game library
1733 cannot handle PCX files with less than 256 colors (contributed
1734 graphics are not affected and might look wrong in the DOS version)
1736 2003-08-16 src/init.c
1737 * fixed bug which (for example) crashed the level editor when defining
1738 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1739 (only set to default) -- invalid graphics now set to default graphic
1741 2003-08-16 src/init.c
1742 * fixed graphical bug of player digging/collecting/snapping element
1743 when no corresponding graphic/animation is defined for this action,
1744 resulting in player being drawn as EL_EMPTY (which should only be
1745 done to elements being collected, but not to the player)
1747 2003-08-16 src/game.c
1748 * fixed small graphical bug of player not totally moving into exit
1750 2003-08-16 src/libgame/setup.c
1751 * fixed bug with wrong MS-DOS 8.3 filename conversion
1753 2003-08-16 src/tools.c
1754 * fixed bug with invisible mouse cursor when pressing ESC while playing
1756 2003-08-16 (various source files)
1757 * added another 128 custom elements (disabled in editor by default)
1759 2003-08-16 src/editor.c
1760 * fixed NULL string bug causing Solaris to crash in sprintf()
1762 2003-08-16 src/screen.c
1763 * fixed drawing over scrollbar on level selection with custom fonts
1765 2003-08-15 src/game.c
1766 * cleanup of simple sounds / loop sounds / music settings
1768 2003-08-08 (various source files)
1769 * added custom element property for dropping collected elements
1771 2003-08-08 src/conf_gfx.c
1772 * fixed bug with missing graphic for active red disk bomb
1774 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1775 * extended variable "level.gravity" to "level.initial_gravity" and
1776 "game.current_gravity" to prevent level setting from being changed
1777 by playing the level (keeping the runtime value after playing)
1779 * fixed graphics bug when digging element that has 'crumbled' graphic
1780 definition, but not 'diggable' graphic definition
1783 * version number set to 3.0.1
1786 * version 3.0.0 released
1789 * various bug fixes; among others:
1790 - fixed bug with pushing spring over empty space
1791 - fixed bug with leaving tube while placing dynamite
1792 - fixed bug with explosion of smashed penguins
1793 - allow Murphy player graphic in levels with non-Supaplex elements
1797 * I have forgotten to document changes for some time
1800 * pre-release version 2.2.0rc1 released
1803 * version number set to 2.1.2
1806 * version 2.1.1 released
1809 * version number set to 2.1.1
1812 * version 2.1.0 released
1815 * version number set to 2.1.0
1817 2002-04-03 to 2002-05-19 (various source files)
1818 * graphics, sounds and music now fully configurable
1819 * bug fixed that prevented walking through tubes when gravity on
1821 2002-04-02 src/events.c, src/editor.c
1822 * Make Escape key less aggressive when playing or when editing level.
1823 This can be configured as an option in the setup menu. (Default is
1824 "less aggressive" which means "ask user if something can be lost"
1825 when pressing the Escape key.)
1827 2002-04-02 src/screen.c
1828 * Added "graphics setup" screen.
1830 2002-04-01 src/screen.c
1831 * Changed "choose level" setup screen stuff to be more generic (to
1832 make it easier to add more "choose from generic tree" setup screens).
1834 2002-04-01 src/config.c, src/timestamp.h
1835 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1836 automatically gets created by "src/Makefile" and contains an actual
1837 compile-time timestamp to identify development versions of the game).
1839 2002-03-31 src/tape.c, src/events.c
1840 * Added quick game/tape save/load functions to tape stuff which can be
1841 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1842 loads previously recorded tape and directly goes into recording mode
1843 from the end of the tape (therefore appending to the tape).
1845 2002-03-31 src/tape.c
1846 * Added "index mark" function to tape recorder. When playing or
1847 recording, "eject" button changes to "index" button. Setting index
1848 mark is not yet implemented, but pressing index button when playing
1849 allows very quick advancing to end of tape (when normal playing),
1850 very fast forward mode (when playing with normal fast forward) or
1851 very fast reaching of "pause before end of tape" (when playing with
1852 "pause before end" playing mode).
1854 2002-03-30 src/cartoons.c
1855 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1857 2002-03-29 src/screen.c
1858 * Changed setup screen stuff to be more generic (to make it easier
1859 to add more setup screens).
1861 2002-03-23 src/main.c, src/main.h
1862 * Various changes due to the introduction of the new libgame files
1863 "setup.c" and "joystick.c".
1865 2002-03-23 src/files.c
1866 * Generic parts of "src/files.c" (mainly setup and level directory
1867 stuff) moved to new libgame file "src/libgame/setup.c".
1869 2002-03-23 src/joystick.c
1870 * File "src/joystick.c" moved to libgame source tree, with
1871 correspondig changes.
1873 2002-03-22 src/screens.c
1874 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1875 (Wrong level series information displayed when entering main group.)
1877 2002-03-22 src/editor.c
1878 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1880 2002-03-22 src/editor.c
1881 * Changed behaviour of "Escape" key in level editor to be more
1882 intuitive: When in "Element Properties" or "Level Info" mode,
1883 return to "Drawing Mode" instead of leaving the level editor.
1885 2002-03-21 src/game.c, src/editor.c, src/files.c
1886 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1887 gems (emeralds, diamonds, ...) slipping down from normal wall,
1888 steel wall and growing wall (as in E.M.C. style levels). Although
1889 the behaviour of contributed and private levels wasn't changed (due
1890 to the use of "level.game_version"; see previous entry), editing
1891 those levels will (of course) change the behaviour accordingly.
1893 This change seems a bit too hard after thinking about it, because
1894 the EM style behaviour is not the "expected" behaviour (gems would
1895 normally only slip down from "rounded" walls). Therefore this was
1896 now changed to an element property for gem style elements, with the
1897 default setting "off" (which means: no special EM style behaviour).
1898 To fix older converted levels, this flag is set to "on" for pre-2.0
1899 levels that are neither contributed nor private levels.
1901 2002-03-20 src/files.h
1902 * Corrected settings for "level.game_version" depending of level type.
1903 (Contributed and private levels always get played with game engine
1904 version they were created with, while converted levels always get
1905 played with the most recent version of the game engine, to let new
1906 corrections of the emulation behaviour take effect.)
1908 2002-03-20 src/main.h
1909 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1910 compiling the SDL version on some systems.
1911 Thanks to the several people who pointed this out.
1914 * Version number set to 2.0.2.
1917 * Version 2.0.1 released.
1919 2002-03-18 src/screens.c
1920 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1922 2002-03-18 src/files.c [src/libgame/misc.c]
1923 * Moved some common functions from src/files.c to src/libgame/misc.c.
1925 2002-03-18 src/files.c [src/libgame/misc.c]
1926 * Changed permissions for new directories and saved files (especially
1927 score files) according to suggestions of Debian users and mantainers.
1928 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1930 2002-03-17 src/files.c
1931 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1932 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1933 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1934 for levels and "TAPE" for tapes). Old "cookie" style format is
1935 still supported for reading. New level and tape files are written
1938 * New IFF chunk "VERS" contains version numbers for file and game
1939 (where "game version" is the version of the program that wrote the
1940 file, and "file version" is a version number to distinguish files
1941 with different format, for example after adding new features).
1943 2002-03-15 src/screen.c
1944 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1945 (Before, you heard a mixture of the in-game music and the
1946 hall-of-fame music.)
1948 2002-03-14 src/events.c
1949 * Function "DumpTape()" (files.c) now available by pressing 't' from
1950 main menu (when in DEBUG mode).
1952 2002-03-14 src/game.c
1953 * "GameWon()": When game was won playing a tape, now there is no delay
1954 raising the score and no corresponding sound is played.
1956 2002-03-14 src/files.c
1957 * Changed "LoadTape()" for real chunk support and also adjusted
1958 "SaveTape()" accordingly.
1960 2002-03-14 src/game.c, src/tape.c, src/files.c
1961 * Important changes to tape format: The old tape format stored all
1962 actions with a real effect with a corresponding delay between the
1963 stored actions. This had some major disadvantages (for example,
1964 push delays had to be ignored, pressing a button for some seconds
1965 mutated to several single button presses because of the non-action
1966 delays between two action frames etc.). The new tape format just
1967 stupidly records all device actions and replays them later. I really
1968 don't know why I haven't solved it that way before?! Old-style tapes
1969 (with tape file version less than 2.0) get converted to the new
1970 format on-the-fly when loading and can therefore still be played;
1971 only some minor parts of the old-style tape handling code was needed.
1972 (A perfect conversion is not possible, because there is information
1973 missing about the device actions between two action frames.)
1975 2002-03-14 src/files.c
1976 * New function "DumpTape()" to dump the contents of the current tape
1977 in a human readable format.
1979 2002-03-14 src/game.c
1980 * Small tape bug fixed: When automatically advancing to next level
1981 after a game was won, the tape from the previous level still was
1982 loaded as a tape for the new level.
1984 2002-03-14 src/tape.c
1985 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1986 tape, cartoons did not get completely removed because
1987 StopAnimation() was not called.
1989 2002-03-13 src/files.c
1990 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1991 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1992 size even when using 16-bit elements). Added new chunk "CNT2" for
1993 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1994 chunk even when content was 16-bit element). "CNT2" should now be
1995 able to store content for arbitrary elements (up to eight blocks of
1996 3 x 3 element arrays). All "CNT2" elements will always be stored as
1997 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1999 2002-03-13 src/files.c
2000 * Changed "LoadLevel()" for real chunk support.
2002 2002-03-12 src/game.c
2003 * Fixed problem (introduced after 2.0.0 release) with penguins
2004 not getting killed by enemies
2006 2002-02-24 src/game.c, src/main.h
2007 * Added "player->is_moving"; now "player->last_move_dir" does
2008 not contain any information if the player is just moving at
2010 Before, "player->last_move_dir" was misused for this purpose
2011 for the robot stuff (robots don't kill players when they are
2012 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2013 broke tapes when walking through pipes!
2014 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2015 in a continuous movement. This fact is ignored for friends and