2 * fixed(?) very strange bug apparently triggered by memset() when code
3 was cross-compiled with MinGW cross-compiler for Windows XP platform
4 (this only happened when using SDL.dll also self-compiled with MinGW)
7 * added graphics engine directive "border.draw_masked_when_fading" that
8 enables/disables drawing of border mask over screen that is just faded
11 * fixed small problem with separate fading definition for game screen
14 * added additional configuration directives for setup screen draw offset
15 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
16 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
17 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
18 used to define draw offset on custom artwork selection screens and
19 "CHOOSE_OTHER" is used on all other list style selection screens, like
20 choosing game speed or screen mode for fullscreen mode)
21 * added additional configuration directives to define main menu buttons:
22 - menu.button_name and menu.button_name.active
23 - menu.button_levels and menu.button_levels.active
24 - menu.button_scores and menu.button_scores.active
25 - menu.button_editor and menu.button_editor.active
26 - menu.button_info and menu.button_info.active
27 - menu.button_game and menu.button_game.active
28 - menu.button_setup and menu.button_setup.active
29 - menu.button_quit and menu.button_quit.active
30 * added eight pure decoration graphic definitions for the game panel
33 * added support for accessing native Diamond Caves II level packages
34 * fixed displaying of game panel values for Emerald Mine game engine
35 * fixed displaying end-of-level time and score values on new game panel
38 * added game panel control to display arbitrary elements on game panel
39 * added game panel control to display custom element score (globally
40 unique for identical custom elements) either as value or as element
41 * added ".draw_masked" and ".draw_order" to game panel control drawing
44 * fixed some general bugs with handling of ".active" elements and fonts
47 * cleanup of game panel elements (some elements were not really needed)
48 * added displaying of gravity state (on/off) as new game panel control
49 * added animation for game panel elements (similar to game elements)
52 * added new pseudo game mode "PANEL" to define panel fonts and graphics
53 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
54 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
55 (else graphics would have to use ".PLAYING", which would be confusing)
56 * fixed bug when fading out to game screen with border mask defined
59 * added attribute ".tile_size" for element style game panel controls
62 * added <space> key as additional valid key to use for confirm requester
65 * improved menu fading, adding separate fading definitions for entering
66 and leaving a "content" screen (in general), and optional definitions
67 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
70 * added (currently invisible) setup option to define scroll delay value
71 * fixed small bug in priority handling when auto-detecting level start
72 position in levels without player element (but player from CE etc.)
73 * added option "game.forced_scroll_delay_value" to override user choice
74 of scroll delay value for certain level sets with "graphicsinfo.conf"
75 * replaced setup option "scroll delay: on/off" by new setup option that
76 directly allows selecting the desired scroll delay value from 0 to 8
79 * added displaying of most game panel control elements (not animated)
82 * added new configuration directives to display additional game engine
83 values on the game control panel, like the following examples:
84 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
85 - game.panel.penguins - number of penguins to rescue
86 - game.panel.level_name - level name of current level
89 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
92 * added new player option "no centering when relocating" for "invisible"
93 teleportations to level areas that look exactly the same, giving the
94 illusion that the player did not relocate at all (this was the default
95 since 3.2.3, but caused visual problems with room creation in "Zelda")
96 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
99 * improved menu fading, adding separate fading definitions for entering
100 and leaving a menu and for fading between menu and "content" screens
101 * fixed small bug with recognizing also ".font_xyz" style definitions
104 * improved menu fading, adding separate fading definitions for fading
105 between menu screens and fading between menu and "destination" screens
108 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
109 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
110 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
111 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
113 * improved title fading, allowing fading animation types "none", "fade"
114 and "crossfade" (including cross-fading of last title to main menu)
117 * added configurability of graphics, sounds and music for title screens,
118 which are separated into initial title screens (only shown once at
119 program startup) and title screens shown for a given level set; these
120 title screens can be composed of up to five title images and up to
121 five title text messages (each drawn using an optional background
122 image), also using background music and/or sounds; aspects like
123 background images, sounds and music of title screens can either be
124 defined generally (valid for all title screens) or specifically (and
125 therefore differently for each title screen) using these directives:
127 to define a background image, sound or music file for all screens:
128 - background.TITLE_INITIAL (for all title screens for game startup)
129 - background.TITLE (for all title screens for level sets)
131 to define a background image, sound or music file for a single screen:
132 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
133 - background.titlescreen_x (with x in 1,2,3,4,5)
134 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
135 - background.titlemessage_x (with x in 1,2,3,4,5)
137 to define the title screen images:
138 - titlescreen_initial_x (with x in 1,2,3,4,5)
139 - titlescreen_x (with x in 1,2,3,4,5)
141 to define the title text messages, place text files into the level set
142 directory that have the following file names:
143 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
144 - titlemessage_x.txt (with x in 1,2,3,4,5)
146 to define the properties of the text messages, either use directives
147 that affect all text messages:
148 - [titlemessage_initial].<suffix>
149 - [titlemessage].<suffix>
150 or use directives that affect single text messages:
151 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
152 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
154 valid values for <suffix> are the same as for readme.<suffix> below;
155 use ".sort_priority" (default: 0) to define an arbitrary order for
156 title images and title messages (which can therefore be mixed)
159 * added full configurability of "readme.txt" screen appearance:
160 - readme.x: <left position used with alignment>
161 - readme.y: <top position>
162 - readme.width: <maximim text width in pixels>
163 - readme.height: <maximum text height in pixels>
164 - readme.chars: <maximum number of chars per line>
165 - readme.lines: <maximum number of lines displayed>
166 - readme.align: left,center,right (default: center)
167 - readme.top: top,middle,bottom (default: top)
168 - readme.font: font name
169 - readme.autowrap: true,false (default: true)
170 - readme.centered: true,false (default: false)
171 - readme.parse_comments: true,false (default: true)
172 - readme.sort_priority: (not used here, but only for title screens)
173 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
174 default), they are automatically determined from "readme.width" and
175 "readme.height" accordingly; when they are not "-1", they have
176 precedence over "readme.width" and "readme.height"
177 * added internal ad-hoc config settings for displaying text files like
178 title messages or "readme.txt" style level set info files:
179 - .font: font name (default: readme.font)
180 - .autowrap: true,false (default: readme.autowrap)
181 - .centered: true,false (default: readme.centered)
182 - .parse_comments: true,false (default: readme.parse_comments)
183 (the leading '.' and the separating ':' are mandatory here); to use
184 these ad-hoc settings, they have to be written inside a comment, like
185 "# .autowrap: false" or "# .centered: true"; these settings then
186 override the above global settings (they can even be used more than
187 once, like "# .centered: true", then some text that should be drawn
188 centered, then "# .centered: false" to go back to non-centered text;
189 important note: after using "# .parse_comments: false", or when using
190 "readme.parse_comments: false", detecting and parsing comments inside
191 the file is disabled and comments are just printed like normal text;
192 also be aware that all automatic text size calculations are done with
193 the font defined in "readme.font", while using different fonts using
194 "# .font: <font>" inside the text file may cause unexpected results
197 * changed some numerical limits in the level editor from 255 to 999
200 * added option "system.sdl_videodriver" to select SDL video driver
201 * added output of SDL video and audio driver to "version info" page
204 * added group element drawing to IntelliDraw drawing functions
205 * fixed animation resetting problem again (last try broke Snake Bite)
206 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
209 * added new (special) "include: <filename>" directive that works in all
210 configuration files (like "graphicsinfo.conf") and that has the same
211 effect as if that directive would be replaced with the content of the
212 specified file (this can be useful to split large configuration files
213 into several smaller ones and include them from one main file, or to
214 store configuration settings that always stay the same into a separate
215 file, while including it and only add those parts that really change)
218 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
221 * fixed bug in "InitMovingField()" where treating an integer array as
222 boolean caused wrong resetting of animations while elements are moving
223 * fixed problem with resetting animations when starting element change
226 * added sort priority for order of title screens and title messages
229 * changed end of game again: do not wait for the user to press a key
230 anymore, but directly ask/confirm tape saving and go to hall of fame
231 * re-enabled quitting of lost game by pressing space or return again
232 * added blanking of mouse pointer when displaying title screens
233 * added remaining menu draw offset definitions for info sub-screens
236 * added setup option to select game speed (from very slow to very fast)
237 * improved handling of title text messages (initial and for level set)
240 * added new options "auto-wrap" and "centered" for DC2 style envelopes
243 * fixed displaying and typing of player name when it is centered
244 * added special characters to be allowed for player name (not only A-Z)
247 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
248 (newer versions of the SDL library seem to not like this anymore)
251 * added code for configuration directives for control of game panel
254 * fixed small cosmetical bug with underlining property tabs in editor
257 * fixed small drawing bug in X11FadeRectangle
258 * added new elements for newly supported Diamond Caves II levels:
259 - EM/DC style exits that disappear after passing
260 - white key and gate (one white key needed for each white gate)
261 - fake gate (there is no key to open/pass this kind of gate!)
262 - extended magic wall which also handles pearls and crystals
266 * changed maximum value for endless loop detection to a higher value
267 (some levels really used very deep recursion without being endless)
270 * added new elements for newly supported Diamond Caves II levels:
271 - growing steel walls
272 - snappable land mine
275 * added new elements for newly supported Diamond Caves II levels:
276 - steel text elements
279 * added level file loader for native Diamond Caves II levels
282 * version number set to 3.2.4
285 * version 3.2.3 released
288 * fixed malloc/free bug when updating EMC artwork entries in level list
289 * added workaround (warning and request to quit the current game) when
290 changing elements cause endless recursion loop (which would otherwise
291 freeze the game, causing a crash-like program exit on some systems)
294 * fixed nasty string overflow bug when entering too long envelope text
297 * added feedback sounds for menu navigation "menu.item.activating" and
298 "menu.item.selecting" (for highlighting and executing menu entries)
301 * improved "no scrolling when relocating" to also consider scroll delay
302 (meaning that the player is not automatically centered in this case;
303 this makes it possible to "invisibly" relocate the player to a region
304 of the level playfield which looks the same as the old level region)
305 * fixed bug with not recognizing "main.input.name.align" when active
308 * fixed bug with displaying masked borders over title screens when
309 screen fading is disabled
312 * fixed infinite loop / crash bug when killing the player while having
313 a CE with the setting "kill player X when explosion of <player X>"
314 * added special editor graphic for "char_space" to distinguish it from
315 "empty_space" when editing a level (in-game graphics still the same)
318 * fixed nasty bug with initialization only done for the first player
321 * small change to handle loading empty element/content list micro chunks
324 * uploaded pre-release (test) version 3.2.3-0 binary and source code
327 * some optimizations on startup speed by reducing initial text output
330 * added caching of custom artwork information for faster startup times
333 * fixed graphical bug when using fewer menu entries on level selection
334 screen than usual (with "menu.list_size.LEVELS" directive)
335 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
336 the backbuffer to the backbuffer by error (with identical rectangle)
339 * fixed bug when displaying titlescreen with size less than element tile
340 * fixed bug that caused elements with "change when digging <e>" event
341 to change for _every_ digged element, not only those specified in <e>
342 * fixed bug that caused impact style collision when dropping element one
343 tile over the player that can both fall down and smash players
344 * fixed bug that caused impact style collision when element changed to
345 falling/smashing element over the player immediately after movement
348 * fixed bug that allowed making engine snapshots from the level editor
351 * fixed bugs with player name and current level positions on main screen
354 * added configuration directives for control of title screens:
355 - "title.fade_delay" for fading time
356 - "title.post_delay" for pause between screens (when not crossfading)
357 - "title.auto_delay" to automatically continue after some time
358 these settings can each be overridden by specifying them with titles:
359 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
360 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
361 fading mode can also be specified:
362 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
363 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
364 default is using normal fading for menues and initial title screens,
365 while using cross-fading for level set title screens
366 * fixed bug with background not drawn in Hall of Fame after game was won
369 * added configuration directives for the remaining main menu items
372 * added additional configuration directives for info screen draw offset:
373 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
374 * added additional configuration directives for preview info text
375 * limited mouse wheel sensitive screen area to scrollable screen area
378 * added highlighted menu text entries to menu navigation when selected
381 * fixed bug that prevented player from correctly being created in the
382 top left corner by a custom element change in a level without player
383 * fixed bug that prevented player from being killed when indestructible,
384 non-walkable element is placed on player position by extended change
385 * added configurable menu button, text and input positions to main menu
388 * added page fading effects for remaining info sub-screens
389 * fixed small bug that caused some delays when answering door request
392 * added directives "border.draw_masked.*" for menu/playfield area and
393 door areas to display overlapping/masked borders from "global.border"
396 * fixed bug with CE with move speed "not moving" not being animated
397 * when changing player artwork by CE action, reset animation frame
400 * fixed bug with not unmapping main menu screen gadgets on other screens
401 * fixed bug with un-pausing a paused game by releasing still pressed key
402 * fixed bug with not redrawing screen when toggling to/from fullscreen
403 mode while fast reloading tape (without redrawing playfield contents)
404 * fixed bug with quick-saving tape snapshot despite answering with "no"
407 * version number set to 3.2.3
410 * version 3.2.2 released
413 * fixed bug with redrawing screen in fullscreen mode after quick tape
414 reloading when using the EMC game engine
415 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
418 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
421 * added engine snapshot functionality for instant tape reloading (this
422 only works for the last tape saved using "quick save", and does not
423 work across program restarts, because it completely works in memory)
426 * version number set to 3.2.2
429 * version 3.2.1 released
432 * fixed nasty bugs with handling error message file on Mac OS X systems
435 * general code cleanup (removing many annoying "#if 0" blocks etc.)
438 * fixed bug that caused broken tapes when manually appending to tapes
439 using the "pause before death" functionality, followed by recording
440 * added setup option to disable fading of screens for faster testing
443 * code cleanup of new fading functions
446 * changed behaviour after solved game -- do not immediately stop engine
447 * added some more smooth screen fadings (game start, hall of fame etc.)
450 * fixed bug with displaying pushed CE with value/score/delay anim_mode
453 * added configurable level preview position, tile size and dimensions
454 * added configurable game panel value positions (gems, time, score etc.)
457 * fixed small bug with time displayed incorrectly when collecting CEs
460 * fixed bug with bumpy scrolling with EM engine in double player mode
463 * added compatibility code to fix "Snake Bite" style levels that were
464 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
467 * fixed bug with scrollbars inside editor when using the Windows mouse
468 enhancement tool "True X-Mouse" (which injects key events to the event
469 queue to insert selected stuff into the Windows clipboard, which gets
470 confused with the "Insert" key for jumping to the last editor cascade
471 block in the element list)
472 * added Rocks'n'Diamonds icon for use as window icon to SDL version
473 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
476 * added selection of preferred fullscreen mode to setup / graphics menu
477 (useful if default mode 800 x 600 does not match screen aspect ratio)
480 * improved down-scaling of images for better editor and preview graphics
481 * changed user data directory for Mac OS X from Unix style to new place
484 * improved level number selection in main menu and player selection in
485 setup menu (input devices section) by using standard button gadgets
486 * added support for mouse scroll wheel (caused buggy behaviour before)
487 * added support for scrolling horizontal scrollbars with mouse wheel by
488 holding "Shift" key pressed while scrolling the wheel
489 * added support for single step mouse wheel scrolling by holding "Alt"
490 key pressed while scrolling the wheel (can be combined with "Shift")
491 * changed output file "stderr.txt" on Windows platform now always to be
492 created in the R'n'D sub-directory of the personal documents directory
493 * added Windows message box to direct to "stderr.txt" after error aborts
496 * improved general scrollbar handling (when jump-scrolling scrollbars)
499 * changed scrollbars to always show last line as first after scrolling
500 (that means jumping n - 1 screen lines instead of n screen lines)
503 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
504 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
505 * fixed special handling of vertically stacked acid becoming fake acid
508 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
509 affect multiple instances of the same CE, although this kind of
510 change condition usually only affects one single custom element
513 * version number set to 3.2.1
516 * version 3.2.0 released
519 * reorganized level editor element list a bit to match engines better
522 * fixed newly introduced bug with wrongly initializing clipboard element
525 * fixed bug with displaying visible/invisible level border in editor
528 * reorganized some elements in the level editor element list
531 * fixed bug with displaying any player as "yellow" when moving into acid
532 * fixed bug with displaying running player when player stopped at border
535 * fixed bug with player exploding when moving into acid
536 * fixed bug with level settings being reset in editor and when playing
537 (some compatibility settings being set not only after level loading)
538 * fixed crash bug when number of custom graphic frames was set to zero
539 * fixed bug with teleporting player on walkable tile not working anymore
540 * added partial compatibility support for pre-release-only "CONF" chunk
541 (to make Alan Bond's "color cycle" demo work again :-) )
544 * fixed some bugs when displaying title screens from info screen menu
545 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
548 * changed file major version to 3 to reflect level file format changes
549 * uploaded pre-release (test) version 3.2.0-8 binary and source code
552 * added new chunk "NAME" to level file format for level name settings
553 * added new chunk "NOTE" to level file format for envelope settings
554 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
555 * updated magic(5) file to recognize changed and new level file chunks
556 * removed change events "change when CE value/score changes" as unneeded
559 * changed gravity (which only affects the player) from level property
560 to player property (only makes a difference in multi-player levels)
561 * added change events "change when CE value/score changes"
562 * added change events "change when CE value/score changes of <element>"
565 * added new chunk "INFO" to level file format for global level settings
566 * added all element settings from "HEAD" chunk to "CONF" chunk
567 * added all global level settings from "HEAD" chunk to "INFO" chunk
570 * changed level file format by adding two new chunks "CUSX" (for custom
571 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
572 elements, replacing the previous "GRP1" chunk); these new IFF style
573 chunks use the new and flexible "micro chunks inside chunks" technique
574 already used with the new "CONF" chunk (for normal element properties)
575 which makes it possible to easily extend the existing level format
576 (instead of using fixed-length chunks like before, which are either
577 too big due to reserved bytes for future use, or too small when those
578 reserved bytes have all been used and even more data should be stored,
579 requiring the replacement by new and larger chunks just like it went
580 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
583 * added credits pages to the "credits" section that were really missing
584 * added some missing element descriptions to the level editor
585 * added down position of switchgate switch to the level editor
586 and allowed the use of both switch positions at the same time
587 * changed use of "Insert" and "Delete" keys to navigate element list in
588 level editor to start of previous or next cascading block of elements
591 * added the possibility to view the title screen to the info screen menu
592 * fixed some minor bugs with viewing title screens
595 * fixed bug with title (cross)fading in/out when using fullscreen mode
598 * fixed bug that forced re-defining of menu settings in local graphics
599 config file which are already defined in existing base config file
600 * fixed small bug that caused door sounds playing when music is enabled
603 * added the possibility to define up to five title screens for each
604 level set that are displayed after loading using (cross)fading in/out
605 (this was added to display the various start images of the EMC sets)
608 * added "CE score gets zero [of]" to custom element trigger conditions
609 * added setup option to display element token name in level editor
612 * added compatibility code for Juergen Bonhagen's menu artwork settings
615 * fixed bug with displaying wrong animation frame 0 after CE changes
616 * fixed bug with creating invisible elements when light switch is on
619 * added selection between ECS and AGA graphics for EMC levels to setup
622 * adjusted font handling for various narrow EMC style fonts
625 * changed EM engine behaviour back to re-allow initial rolling springs
628 * fixed handling of over-large selectboxes (less error-prone now)
629 * fixed bug when creating GE with walkable element under the player
632 * added use of "Insert" and "Delete" keys to navigate element list in
633 level editor to start of custom elements or start of group elements
634 * added virtual elements to access CE value and CE score of elements:
635 - "CE value of triggering element"
636 - "CE score of triggering element"
637 - "CE value of current element"
638 - "CE score of current element"
641 * fixed "grass" to "sand" in older EM levels (up to file version V4)
644 * changed behaviour of network games with internal errors (because of
645 different client frame counters) from immediately terminating R'n'D
646 to displaying an error message requester and stopping only the game
647 (also to prevent impression of crashes under non command-line runs)
648 * fixed playing network games with the EMC engine (did not work before)
649 * fixed bug with not scrolling the screen in multi-player mode with the
650 focus on player 1 when all players are moving in different directions
651 * fixed bug with keeping pointer to gadget even after its deallocation
652 * fixed bug with allowing "focus on all players" in network games
653 * fixed bug with player focus when playing tapes from network games
656 * uploaded pre-release (test) version 3.2.0-7 binary and source code
659 * code cleanup for game action control for R'n'D and EMC game engine
662 * fixed bug in multi-player movement with focus on both players
663 * added option to control only the focussed player with all input
666 * added player focus switching to level tape recording and re-playing
669 * fixed some bugs in player focus switching in EMC and RND game engine
672 * added special Supaplex animations for Murphy digging and snapping
673 * added special Supaplex animations for Murphy being bored and sleeping
676 * added four new yam yams with explicit start direction for EMC engine
677 * fixed bug in src/libgame/text.c with printing text outside the window
680 * fixed small bug in EMC level loader (copyright sign in EM II levels)
683 * added delayed ignition of EM style dynamite when used in R'n'D engine
684 * added limited movement range to EMC engine when focus on all players
687 * fixed bug with missing (zero) score values for native Supaplex levels
690 * added "continuous snapping" (snapping many elements while holding the
691 snap key pressed, without releasing the snap key after each element)
692 as a new player setting for more compatibility with the classic games
695 * finished scrolling for "focus on all players" in EMC graphics engine
698 * level sets with "levels: 0" are ignored for levels, but not artwork
699 * fixed bug when scanning empty level group directories (endless loop)
702 * fixed bug with explosion graphic for player using "Murphy" graphic
703 * fixed bug with explosion graphic if player leaves explosion in time
704 * changed some descriptive text in setup menu to use medium-width font
705 * added key shortcut settings for switching player focus to setup menu
708 * fixed bug with random value initialization when recording tapes
709 * fixed bug with playing single player tapes when team mode activated
712 * fixed little bug when trying to switch to player that does not exist
715 * added player switching (visual and quick) to R'n'D and EM game engine
716 * added setup option to select visual or quick in-game player switching
719 * added use of "Home" and "End" keys to handle element list in editor
722 * fixed bug with adding score when playing tape with EMC game engine
723 * added steel wall border for levels using EMC engine without border
724 * finally fixed delayed scrolling in EMC engine also for small levels
727 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
730 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
731 * fixed bug when displaying info element without action, but direction
734 * fixed minor graphical problems with springs smashing and slurping
735 (when using R'n'D style graphics instead of EMC style graphics)
738 * added scroll delay (as configured in setup) to EMC graphics engine
741 * improved screen redraw for EMC graphics engine (faster and smoother)
742 * when not scrolling, do not redraw the whole playfield if not needed
745 * added multi-player mode for EMC game engine (with up to four players)
748 * added android (can clone elements) from EMC engine to R'n'D engine
751 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
754 * added selectbox for initial player speed to player settings in editor
757 * version 3.1.2 created that is basically version 3.1.1, but with a
758 major bug fixed that prevented editing your own private levels
759 * version 3.1.2 released
762 * added magic ball (creates elements) from EMC engine to R'n'D engine
765 * uploaded fixed pre-release version 3.2.0-6 binary and source code
768 * fixed bug when using "CE can leave behind <trigger element>"
769 * added new change condition "(after/when) creation of <element>"
770 * added new change condition "(after/when) digging <element>"
771 * fixed bug accessing invalid gadget that caused crashes under Windows
772 * deactivated new possibility for multiple CE changes per frame
775 * uploaded pre-release (test) version 3.2.0-6 binary and source code
778 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
779 * fixed bug with not keeping CE value for moving CEs with only action
780 * changed CE action selectboxes in editor to be only reset when needed
783 * added option "use artwork from element" for custom player artwork
784 * added option "use explosion from element" for player explosions
787 * added cascaded element lists in the level editor
788 * added persistence for cascaded element lists by "editorcascade.conf"
789 * added dynamic element list with all elements used in current level
790 * added possibility for multiple CE changes per frame (experimental)
793 * uploaded pre-release (test) version 3.2.0-5 binary and source code
796 * changed "score for each 10 seconds/steps left" to "1 second/step"
797 * added own score for collecting "extra time" instead of sharing it
798 * added change events "switched by player" and "player switches <e>"
799 * added change events "snapped by player" and "player snaps <e>"
800 * added "set player artwork: <element choice>" to CE action options
801 * added change event "move of <element>"
804 * added "set player shield: off / normal / deadly" to CE action options
805 * added new player option "use level start element" in level editor
806 to set the correct focus at level start to elements from which the
807 player is created later (this did not work before for cascaded CE
808 changes resulting in creation of the player; it is now also possible
809 to create the player from a yam yam which is smashed at level start)
812 * added "set player speed: frozen (not moving)" to CE action options
813 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
816 * added new player option "block snap field" (enabled by default) to
817 make it possible to show a snapping animation like in Emerald Mine
820 * added dynamic selectboxes to custom element action settings in editor
821 * added "CE value" counter for custom elements (instead of "CE count")
822 * added option to use the last "CE value" after custom element change
823 * added option to use the "CE value" of other elements in CE actions
824 * fixed odd behaviour when pressing time orb in levels w/o time limit
825 * added checkbox "use time orb bug" for older levels that use this bug
828 * added missing configuration settings for the following elements:
829 - EL_TIMEGATE_SWITCH (time of open time gate)
830 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
831 - EL_SHIELD_NORMAL (time of shield duration)
832 - EL_SHIELD_DEADLY (time of shield duration)
833 - EL_EXTRA_TIME (time added to level time)
834 - EL_TIME_ORB_FULL (time added to level time)
837 * added "wind direction" as a movement pattern for custom elements
838 * added initial wind direction for balloon / custom elements to editor
839 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
842 * added parameters for "game of life" and "biomaze" elements to editor
845 * added level file chunk "CONF" for generic level and element settings
848 * uploaded pre-release (test) version 3.2.0-4 binary and source code
851 * skip empty level sets (with "levels: 0"; may be artwork base sets)
852 * added sound action ".page[1]" to ".page[32]" for each CE change page
855 * added image config suffix ".clone_from" to copy whole image settings
856 * fixed bug with invalid ("undefined") CE settings in old level files
859 * fixed graphical bug with smashing elements falling faster than player
862 * fixed major bug which prevented private levels from being edited
863 * fixed bug with precedence of general and special font definitions
866 * fixed graphical bug with player animation when player moves slowly
869 * uploaded pre-release (test) version 3.2.0-3 binary and source code
872 * fixed bug which prevented "global.num_toons: 0" from working
875 * major code cleanup (removed all these annoying "#if 0" blocks)
878 * added custom element actions for CE change page in level editor
881 * fixed music initialization bug in init.c (thanks to David Binderman)
882 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
883 (this bug must probably be fixed at other places, too)
886 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
887 (should be '#include <SDL.h>' instead)
890 * fixed bug which prevented "walkable from no direction" from working
891 (due to compatibility code overwriting this setting after loading)
894 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
897 * version number temporarily set to 3.1.1 (intermediate bugfix release)
898 * version 3.1.1 released
901 * changed some va_arg() arguments from 'long' to 'int', fixing problems
902 on 64-bit architecture systems with LP64 data model
905 * fixed bug with bombs not exploding when hitting the last level line
906 (introduced after the release of 3.1.0)
909 * added support for dumping small-sized level sketches from editor
912 * added recognition of "trigger element" for "change digged element to"
913 (this is not really what the "trigger element" was made for, but its
914 use may seem obvious for leaving back digged elements unchanged)
917 * fixed multiple warnings about failed joystick device initialization
920 * fixed bug with dynamite dropped on top of just dropped custom element
921 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
922 dynamite can still be dropped, but drop key must be released before
925 * fixed bug with wrong start directory when started from file browser
926 (due to this bug, R'n'D could not be started from KDE's Konqueror)
929 * fixed bug causing "change when impact" on player not working
930 * fixed wrong priority of "hitting something" over "hitting <element>"
931 * fixed wrong priority of "hit by something" over "hit by <element>"
934 * fixed graphical bug which caused the player (being Murphy) to show
935 collecting animations although the element was collected by penguin
938 * fixed two bugs causing wrong door background graphics in system.c
939 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
942 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
943 * added "no direction" to "walkable/passable from" selectbox options
946 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
947 * in tape autoplay, not only report broken, but also missing tapes
950 * uploaded pre-release (test) version 3.2.0-2 binary and source code
953 * fixed small bug with "linear" animation not working for active lamp
956 * fixed bug with moving up despite gravity due to "block last field"
957 * fixed small bug with wrong draw offset when typing name in main menu
958 * when reading user names from "passwd", ignore data after first comma
959 * when creating new "levelinfo.conf", only write some selected entries
962 * fixed displaying "imported from/by" on preview with empty string
963 * fixed ignoring draw offset for fonts used for level preview texts
966 * fixed a delay problem with SDL and too many mouse motion events
967 * added setup option "skip levels" and level skipping functionality
970 * added move speed "not moving" for non-moving CEs, but with direction
973 * fixed mapping of obsolete element token names in "editorsetup.conf"
974 * fixed bug with sound "acid.splashing" treated as a loop sound
975 * fixed some little sound bugs in native EM engine
978 * fixed small bug when dragging scrollbars to end positions
981 * added editor element descriptions written by Aaron Davidson
984 * improved fallback handling when configured artwork is not available
985 (now using default artwork instead of exiting when files not found)
988 * fixed bug on level selection screen when dragging scrollbar
991 * fixed bug which caused broken tapes when appending to EM engine tapes
994 * uploaded pre-release (test) version 3.2.0-1 binary and source code
997 * added code to replace changed artwork config tokens with other tokens
998 (needed for backwards compatibility, so that older tokens still work)
1001 * added native R'n'D graphics for some new EMC elements in EM engine
1004 * fixed some bugs in the EM engine integration code
1005 * changed EM engine code to allow diagonal movement
1006 * changed EM engine code to allow use of separate snap and drop keys
1009 * fixed some redraw bugs when using EM engine
1012 * fixed bug with not converting RND levels which are set to use native
1013 engine to native level structure when loading
1016 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1019 * version number set to 3.2.0
1022 * level data now reset to defaults after attempt to load invalid file
1025 * added use of "editorsetup.conf" for different level sets
1028 * added auto-detection for various types of Emerald Mine level files
1031 * fixed bug with scrollbars getting too small when list is very large
1034 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1037 * added most level editor configuration gadgets for new EMC elements
1040 * added more element and graphic definitions for new EMC elements
1043 * modified native EM engine to use integrated R'n'D sound system
1046 * added SDL support to graphics functions in native EM engine
1047 (by always using generic libgame interface functions)
1050 * fixed bug in frame synchronization in native EM engine
1053 * added code to convert levels between R'n'D and native EM engine
1056 * new Emerald Mine engine can now play levels selected in main menu
1059 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1060 (which creates scaled down graphics for level editor and preview);
1061 there's still a memory leak somewhere in the artwork handling code
1062 * added "scale image up" functionality to X11 version of zoom function
1065 * first attempts to integrate new, native Emerald Mine Club engine
1068 * fixed bug in gadget code which caused reset of CEs in level editor
1069 (example: pressing 'b' [grab brush] on CE config page erased values)
1070 (solution: check if gadgets in ClickOnGadget() are really mapped)
1071 * improved level change detection in editor (settings now also checked)
1072 * fixed bug with "can move into acid" and "don't collide with" state
1075 * fixed maze runner style CEs to use the configured move delay value
1078 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1081 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1082 * fixed the above fix because it broke level set "machine" (*sigh*)
1083 * fixed random element placement in level editor to work as expected
1084 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1087 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1090 * fixed bug (missing array boundary check) which caused broken tapes
1091 * fixed bug (when loading level template) which caused broken levels
1092 * fixed bug with new block last field code when using non-yellow player
1095 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1096 * internal change of how the player blocks the last field when moving
1097 * fixed blocking delay of last field for EM and SP style block delay
1098 * fixed bug where the player had to wait for the usual move delay after
1099 unsuccessfully trying to move, when he directly could move after that
1100 * the last two changes should make original Supaplex level 93 solvable
1101 * improved use of random number generator to make it less predictable
1102 * fixed behaviour of slippery SP elements to let slip left, then right
1105 * fixed bug with wrong door state after trying to quickload empty tape
1106 * fixed waste of static memory usage of the binary, making it smaller
1107 * fixed very little graphical bug in Supaplex explosion
1110 * version number set to 3.1.1
1113 * version 3.1.0 released
1116 * fixed bug with crash when writing user levelinfo.conf the first time
1119 * added option "convert LEVELDIR [NR]" to command line batch commands
1120 * re-converted Supaplex levels to apply latest engine fixes
1121 * changed "use graphic/sound of element" to "use graphic of element"
1122 due to compatibility problems with some levels ("bug machine" etc.)
1125 * fixed bug with CE change replacing player with same or other player
1128 * fixed bug with opaque font in envelope with background graphic when
1129 background graphic is not transparent itself
1132 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1133 * corrected original Supaplex level loading code to use these new ports
1134 * also corrected Supaplex loader to auto-count infotrons if set to zero
1137 * fixed bug with missing initialization of "modified" flag for GEs
1140 * fixed bug that caused endless recursion loop when relocating player
1141 * fixed tape recorder bug in "step mode" when using "pause before end"
1142 * fixed tape recorder bug when changing from "warp forward" mode
1145 * fixed bug with "when touching" for pushed elements at last position
1148 * fixed bug that caused two activated toolbox buttons in level editor
1149 * fixed bug with exploding dynabomb under player due to other explosion
1152 * fixed bug with creating walkable custom element under player (again)
1153 * fixed bug with not copying explosion type when copying CEs in editor
1154 * fixed graphical bug when drawing player in setup menu (input devices)
1155 * fixed graphical bug when the player is pushing an accessible element
1156 * fixed bug with classic switchable elements triggering CE changes
1157 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1158 * fixed crash bug when CE leaves behind the trigger player element
1161 * fixed bug with broken tubes after placing/exploding dynamite in them
1162 * fixed bug with exploding dynamite under player due to other explosion
1163 * fixed bug with not resetting push delay under certain circumstances
1166 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1167 * added network multiplayer code for Windows (thanks to Niko Böhm)
1170 * added option "reachable despite gravity" for gravity movement
1171 * changed gravity movement of most classic walkable and passable
1172 elements back to "not reachable" (for compatibility reasons)
1175 * fixed (removed) "indestructible" / "can explode" dependency in editor
1176 * fixed (removed) "accessible inside" / "protected" dependency
1177 * fixed (removed) "step mode" / "shield time" dependency
1180 * fixed dynabombs exploding now into anything diggable
1181 * fixed Supaplex style gravity movement into buggy base now impossible
1182 * added pressing key "space" as valid action to select menu options
1185 * added "replace when walkable" to relocate player to walkable element
1186 * added "enter"/"leave" event for elements affected by relocation
1187 * fixed "direct"/"indirect" change order also for "when change" event
1188 * fixed graphical bug when pushing things from elements walkable inside
1191 * fixed graphic bug when player is snapping while moving in old levels
1192 * fixed bug when a moving custom element leaves a player element behind
1193 * fixed bug with mole not disappearing when moving into acid pool
1194 * fixed bug with incomplete path setting when using "--basepath" option
1195 * moving CE can now leave walkable elements behind under the player
1196 * when relocating, player can be set on walkable element now
1197 * fixed another gravity movement bug
1200 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1203 * added "collectible" and "removable" to extended replacement types
1204 (where "removable" replaces "diggable" and "collectible" elements)
1205 * added "collectible & throwable" (to throw element to the next field)
1206 * fixed bug with CEs digging elements that are just about to explode
1207 * changed mouse cursor now always being visible when game is paused
1210 * added possibility to push/press accessible elements from a side that
1212 * fixed bug with not setting actual date when appending to tape
1215 * fixed bug with incorrectly initialized custom element editor graphics
1218 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1219 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1222 * fixed bug with destroyed robot wheel still attracting robots forever
1223 * fixed bug with time gate switch deactivating after robot wheel time
1224 (while the time gate itself is not affected by this misbehaviour)
1225 * changed behaviour of BD style amoeba to always get blocked by player
1226 (before it was different when there were non-BD elements in level)
1227 * fixed bug with player destroying indestructable elements with shield
1230 * added option to make growing elements grow into anything diggable
1231 (for the various amoeba types, biomaze and "game of life")
1234 * fixed bug with movable elements not moving after left behind by CEs
1235 * changed gravity movement to anything diggable, not only sand/base
1236 * optionally allowing passing to walkable element, not only empty space
1237 * added option "can pass to walkable element" for players
1238 * finally fixed gravity movement (hopefully)
1241 * fixed bug with movable elements not moving anymore after falling down
1244 * fixed another bug with custom elements digging and leaving elements
1245 * fixed bug with "along left/right side" and automatic start direction
1246 * trigger elements now also displayed when "more custom" deactivated
1247 * fixed bug with clipboard element initialized when loading new level
1248 * added option "drop delay" to set delay before dropping next element
1251 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1254 * added copy and paste functions for custom change pages
1255 * enhanced graphical display and functionality of tape recorder
1256 * fixed bug with custom elements digging and leaving elements
1259 * added move speed faster than "very fast" for custom elements
1260 * fixed bug with 3+3 style explosions and missing border content
1261 * fixed little bug when copying custom elements in the editor
1262 * enhanced custom element changes by more side trigger actions
1265 * added option "no scrolling when relocating" for instant teleporting
1266 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1269 * added trigger element and trigger player to use as target elements
1270 * added copy and paste functions for custom and group elements
1273 * fixed graphical bug when displaying explosion animations
1274 * fixed bug when appending to tapes, resulting in broken tapes
1275 * re-recorded a few tapes broken by fixing gravity checking bug
1278 * "can move into acid" property now for all elements independently
1279 * "can fall into acid" property for player stored in same bitfield now
1280 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1281 * version number set to 3.1.0 (finally!)
1284 * changed tape recording to only record input, not programmed actions
1287 * fixed totally broken (every 8th frame skipped) step-by-step recording
1288 * fixed bug with requester not displayed when quick-loading interrupted
1289 * added option "can fall into acid (with gravity)" for players
1290 * fixed bug with player not falling when snapping down with gravity
1293 * fixed bug which messed up key config when using keypad number keys
1296 * fixed bug which allowed moving upwards even when gravity was active
1297 * fixed bug with missing error handling when dumping levels or tapes
1300 * added different colored editor graphics for Supaplex gravity tubes
1303 * fixed bug that allowed solvable tapes for unsolvable levels
1306 * use unlimited number of droppable elements when "count" set to zero
1307 * added option to use step limit instead of time limit for level
1310 * added player and change page as trigger for custom element change
1313 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1316 * fixed bug with dark yamyam changing to acid when moving over acid
1317 * fixed handling of levels with more than 999 seconds level time
1318 (example: level 76 of "Denmine")
1321 * "spring push bug" reintroduced as configurable element property
1322 * fixed bug with missing properties for "mole"
1323 * fixed bug that showed up when fixing the above "mole" properties bug
1324 * added option "can move into acid" for all movable elements
1325 * fixed graphical bug for elements moving into acid
1326 * changed event handling to handle all pending events before going on
1329 * fixed bug which caused all CE change pages to be ignored which had
1330 the same change event, but used a different element side
1331 (reported by Simon Forsberg)
1333 * fixed bug which caused elements that can move and fall and that are
1334 transported by a conveyor belt to continue moving into that direction
1335 after leaving the conveyor belt, regardless of their own movement
1336 type; only elements which can not move are transported now
1337 (reported by Simon Forsberg)
1339 * fixed bug which could cause an array overflow in RelocatePlayer()
1340 (reported by Niko Böhm)
1342 * changed Emerald Mine style "passable / over" elements to "protected"
1343 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1345 * added new option to select from which side a "walkable/passable"
1346 element can be entered
1349 * added explosion and ignition delay for elements that can explode
1352 * fixed bug which caused player not being protected against enemies
1353 when a CE was "walkable / inside" and was not "indestructible"
1354 * added "walkable/passable" fields to be "protected/unprotected"
1355 against enemies, even if not accessible "inside" but "over/under"
1358 * corrected move pattern to 32 bit and initial move direction to 8 bit
1361 * added second custom element base configuration page
1364 * added some special EMC mappings to Emerald Mine level loader
1365 (also covering previously unknown element in level 0 of "Bondmine 8")
1368 * added option to block last field when player is moving (for Supaplex)
1369 * adjusted push delay of Supaplex elements
1370 * removed delays for envelopes etc. when replaying with maximum speed
1371 * fixed bug when dropping element on a field that just changed to empty
1374 * fixed bug: infotrons can now smash yellow disks
1375 * fixed bug: when gravity active, port above player can now be entered
1376 * removed "one white dot" mouse pointer which irritated some people
1379 * added "choice type" for group element selection
1382 * fixed bug with initial invulnerability of non-yellow player
1385 * added level loader for loading native Supaplex packed levels
1386 (including multi-part levels like the "splvls99" levels)
1389 * fixed bug which allowed creating emeralds by escaping explosions
1392 * custom elements can change (limited) or leave (unlimited) elements
1393 * finally added multiple matches using group elements
1394 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1397 * added new start movement type "previous" for continued CE movement
1398 * added new start movement type "random" for random CE movement start
1401 * added new element "sokoban_field_player" needed for Sokoban levels
1402 (thanks to Ed Booker for pointing this out!)
1405 * added elements that can be digged or left behind by custom elements
1408 * added group elements for multiple matches and random element creation
1411 * fixed some graphical errors displayed in old levels
1414 * fixed wrong double speed movement after passing closing gates
1417 * added level loader for loading native Emerald Mine levels
1420 * changes for "shooting" style CE movement
1423 * Happy New Year! ;-)
1426 * changed default snap/drop keys from left/right Shift to Control keys
1429 * fixed bug with dead player getting reanimated from custom element
1432 * fixed bug with wrong penguin graphics (when entering exit)
1435 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1438 * version number set to 3.0.9
1441 * version 3.0.8 released
1444 * added function checked_free()
1447 * fixed bug with double nut cracking sound
1448 (by eliminating "default element action sound" assignment in init.c)
1451 * fixed crash when no music info files are available
1454 * fixed boring and sleeping sounds
1457 * added "maze runner" and "maze hunter" movement types
1458 * added extended collision conditions for custom elements
1461 * added warnings for undefined token values in artwork config files
1464 * added menu entry for level set information to the info screen
1467 * fixed bug with wrong default impact sound for colored emeralds
1470 * added several sub-screens for the info screen
1471 * menu text now also clickable (not only blue/red sphere left of it)
1474 * added configurable "bored" and "sleeping" animations for the player
1475 * added "awakening" sound for player when waking up after sleeping
1478 * added "copy" and "exchange" functions for custom elements to editor
1481 * added configurable element animations for info screen
1484 * added configurable music credits for info screen
1487 * finally fixed tape recording when player is created from CE change
1490 * added "editorsetup.conf" for editor element list configuration
1493 * added "musicinfo.conf" for menu and level music configuration
1496 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1497 (that only showed up on Linux, but not on Windows systems)
1500 * fixed turning movement of butterflies and fireflies (no frame reset)
1501 * enhanced sniksnak turning movement (two steps instead of only one)
1504 * version number set to 3.0.8
1507 * version 3.0.7 released
1510 * fixed reset of player animation frame when, for example,
1511 walking, digging or collecting share the same animation
1512 * fixed CE with "deadly when touching" exploding when touching amoeba
1515 * fixed tape recording when player is created from CE element change
1518 * introduced "turning..." action graphic for elements with move delay
1519 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1520 * added turning animations for bug, spaceship and sniksnak
1523 * prevent "extended" changed elements from delay change in same frame
1526 * fixed bug when pushing element that can move away to the side
1527 (like pushing falling elements, but now with moving elements)
1530 * finally fixed serious bug in code for delayed element pushing (again)
1533 * unavailable setup options now marked as "n/a" instead of "off"
1534 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1535 to "true", levels are always played with the latest game engine,
1536 which is desired for levels that are imported from other games; all
1537 other levels are played with the engine version stored in level file
1538 (which is normally the engine version the level was created with)
1541 * fixed serious bug in code for delayed element pushing
1542 * fixed little bug in animation frame selection for pushed elements
1543 * speed-up of reading config file for verbose output
1546 * added configuration option for opening and closing Supaplex exit
1547 * added configuration option for moving up/down animation for Murphy
1548 * fixed incorrectly displayed animation for attacking dragon
1549 * fixed bug with not setting initial gravity for each new game
1550 * fixed bug with teleportation of player by custom element change
1551 * fixed bug with player not getting smashed by rock sometimes
1554 * version number set to 3.0.7
1557 * version 3.0.6 released
1560 * added support for MP3 music for SDL version through SMPEG library
1563 * fixed bug when initializing font graphic structure
1564 * fixed bug with animation mode "pingpong" when using only 1 frame
1565 * fixed bug with extended change target introduced in 3.0.5
1566 * fixed bug where passing over moving element doubles player speed
1567 * fixed bug with elements continuing to move into push direction
1568 * fixed bug with duplicated player when dropping bomb with shield on
1569 * added "switching" event for custom elements ("pressing" only once)
1570 * fixed switching bug (resetting flag when not switching but not idle)
1573 * fixed element tokens for certain file elements with ".active" etc.
1576 * version number set to 3.0.6
1579 * version 3.0.5 released
1582 * now four envelope elements available
1583 * font, background, animation and sound for envelope now configurable
1584 * main menu doors opening/closing animation type now configurable
1587 * active/inactive sides configurable for custom element changes
1588 * new movement type "move when pushed" available for custom elements
1591 * fixed bug in multiple config pages loader code that caused crashes
1594 * enhanced (remaining low-resolution) Supaplex graphics
1597 * version number set to 3.0.5
1600 * version 3.0.4 released
1602 2003-09-12 src/tools.c
1603 * fixed bug in custom definition of crumbled element graphics
1605 2003-09-11 src/files.c
1606 * fixed bug in multiple config pages code that caused crashes
1609 * version number set to 3.0.4
1612 * version 3.0.3 released
1615 * added music to Supaplex classic level set
1617 2003-09-07 src/libgame/misc.c
1618 * added support for loading various music formats through SDL_mixer
1620 2003-09-06 (various source files)
1621 * fixed several nasty bugs that may have caused crashes on some systems
1622 * added envelope content which gets displayed when collecting envelope
1623 * added multiple change event pages for custom elements
1625 2003-08-24 src/game.c
1626 * fixed problem with player animation when snapping and moving
1628 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1629 * fixed problem with flickering when drawing toon animations
1631 2003-08-23 src/libgame/sdl.c
1632 * fixed problem with setting mouse cursor in SDL version in fullscreen
1634 2003-08-23 src/game.c
1635 * fixed bug (missing array boundary check) which could crash the game
1638 * version number set to 3.0.3
1641 * version 3.0.2 released
1643 2003-08-21 src/game.c
1644 * fixed bug with creating inaccessible elements at player position
1646 2003-08-20 src/init.c
1647 * fixed bug with not finding current level artwork directory
1649 2003-08-20 src/files.c
1650 * fixed bug with choosing wrong engine version when playing tapes
1651 * fixed bug with messing up custom element properties in 3.0.0 levels
1654 * version number set to 3.0.2
1657 * version 3.0.1 released
1659 2003-08-17 (no source files affected)
1660 * changed all "classic" PCX image files with 16 colors or less to
1661 256 color (8 bit) storage format, because the Allegro game library
1662 cannot handle PCX files with less than 256 colors (contributed
1663 graphics are not affected and might look wrong in the DOS version)
1665 2003-08-16 src/init.c
1666 * fixed bug which (for example) crashed the level editor when defining
1667 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1668 (only set to default) -- invalid graphics now set to default graphic
1670 2003-08-16 src/init.c
1671 * fixed graphical bug of player digging/collecting/snapping element
1672 when no corresponding graphic/animation is defined for this action,
1673 resulting in player being drawn as EL_EMPTY (which should only be
1674 done to elements being collected, but not to the player)
1676 2003-08-16 src/game.c
1677 * fixed small graphical bug of player not totally moving into exit
1679 2003-08-16 src/libgame/setup.c
1680 * fixed bug with wrong MS-DOS 8.3 filename conversion
1682 2003-08-16 src/tools.c
1683 * fixed bug with invisible mouse cursor when pressing ESC while playing
1685 2003-08-16 (various source files)
1686 * added another 128 custom elements (disabled in editor by default)
1688 2003-08-16 src/editor.c
1689 * fixed NULL string bug causing Solaris to crash in sprintf()
1691 2003-08-16 src/screen.c
1692 * fixed drawing over scrollbar on level selection with custom fonts
1694 2003-08-15 src/game.c
1695 * cleanup of simple sounds / loop sounds / music settings
1697 2003-08-08 (various source files)
1698 * added custom element property for dropping collected elements
1700 2003-08-08 src/conf_gfx.c
1701 * fixed bug with missing graphic for active red disk bomb
1703 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1704 * extended variable "level.gravity" to "level.initial_gravity" and
1705 "game.current_gravity" to prevent level setting from being changed
1706 by playing the level (keeping the runtime value after playing)
1708 * fixed graphics bug when digging element that has 'crumbled' graphic
1709 definition, but not 'diggable' graphic definition
1712 * version number set to 3.0.1
1715 * version 3.0.0 released
1718 * various bug fixes; among others:
1719 - fixed bug with pushing spring over empty space
1720 - fixed bug with leaving tube while placing dynamite
1721 - fixed bug with explosion of smashed penguins
1722 - allow Murphy player graphic in levels with non-Supaplex elements
1726 * I have forgotten to document changes for some time
1729 * pre-release version 2.2.0rc1 released
1732 * version number set to 2.1.2
1735 * version 2.1.1 released
1738 * version number set to 2.1.1
1741 * version 2.1.0 released
1744 * version number set to 2.1.0
1746 2002-04-03 to 2002-05-19 (various source files)
1747 * graphics, sounds and music now fully configurable
1748 * bug fixed that prevented walking through tubes when gravity on
1750 2002-04-02 src/events.c, src/editor.c
1751 * Make Escape key less aggressive when playing or when editing level.
1752 This can be configured as an option in the setup menu. (Default is
1753 "less aggressive" which means "ask user if something can be lost"
1754 when pressing the Escape key.)
1756 2002-04-02 src/screen.c
1757 * Added "graphics setup" screen.
1759 2002-04-01 src/screen.c
1760 * Changed "choose level" setup screen stuff to be more generic (to
1761 make it easier to add more "choose from generic tree" setup screens).
1763 2002-04-01 src/config.c, src/timestamp.h
1764 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1765 automatically gets created by "src/Makefile" and contains an actual
1766 compile-time timestamp to identify development versions of the game).
1768 2002-03-31 src/tape.c, src/events.c
1769 * Added quick game/tape save/load functions to tape stuff which can be
1770 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1771 loads previously recorded tape and directly goes into recording mode
1772 from the end of the tape (therefore appending to the tape).
1774 2002-03-31 src/tape.c
1775 * Added "index mark" function to tape recorder. When playing or
1776 recording, "eject" button changes to "index" button. Setting index
1777 mark is not yet implemented, but pressing index button when playing
1778 allows very quick advancing to end of tape (when normal playing),
1779 very fast forward mode (when playing with normal fast forward) or
1780 very fast reaching of "pause before end of tape" (when playing with
1781 "pause before end" playing mode).
1783 2002-03-30 src/cartoons.c
1784 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1786 2002-03-29 src/screen.c
1787 * Changed setup screen stuff to be more generic (to make it easier
1788 to add more setup screens).
1790 2002-03-23 src/main.c, src/main.h
1791 * Various changes due to the introduction of the new libgame files
1792 "setup.c" and "joystick.c".
1794 2002-03-23 src/files.c
1795 * Generic parts of "src/files.c" (mainly setup and level directory
1796 stuff) moved to new libgame file "src/libgame/setup.c".
1798 2002-03-23 src/joystick.c
1799 * File "src/joystick.c" moved to libgame source tree, with
1800 correspondig changes.
1802 2002-03-22 src/screens.c
1803 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1804 (Wrong level series information displayed when entering main group.)
1806 2002-03-22 src/editor.c
1807 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1809 2002-03-22 src/editor.c
1810 * Changed behaviour of "Escape" key in level editor to be more
1811 intuitive: When in "Element Properties" or "Level Info" mode,
1812 return to "Drawing Mode" instead of leaving the level editor.
1814 2002-03-21 src/game.c, src/editor.c, src/files.c
1815 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1816 gems (emeralds, diamonds, ...) slipping down from normal wall,
1817 steel wall and growing wall (as in E.M.C. style levels). Although
1818 the behaviour of contributed and private levels wasn't changed (due
1819 to the use of "level.game_version"; see previous entry), editing
1820 those levels will (of course) change the behaviour accordingly.
1822 This change seems a bit too hard after thinking about it, because
1823 the EM style behaviour is not the "expected" behaviour (gems would
1824 normally only slip down from "rounded" walls). Therefore this was
1825 now changed to an element property for gem style elements, with the
1826 default setting "off" (which means: no special EM style behaviour).
1827 To fix older converted levels, this flag is set to "on" for pre-2.0
1828 levels that are neither contributed nor private levels.
1830 2002-03-20 src/files.h
1831 * Corrected settings for "level.game_version" depending of level type.
1832 (Contributed and private levels always get played with game engine
1833 version they were created with, while converted levels always get
1834 played with the most recent version of the game engine, to let new
1835 corrections of the emulation behaviour take effect.)
1837 2002-03-20 src/main.h
1838 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1839 compiling the SDL version on some systems.
1840 Thanks to the several people who pointed this out.
1843 * Version number set to 2.0.2.
1846 * Version 2.0.1 released.
1848 2002-03-18 src/screens.c
1849 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1851 2002-03-18 src/files.c [src/libgame/misc.c]
1852 * Moved some common functions from src/files.c to src/libgame/misc.c.
1854 2002-03-18 src/files.c [src/libgame/misc.c]
1855 * Changed permissions for new directories and saved files (especially
1856 score files) according to suggestions of Debian users and mantainers.
1857 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1859 2002-03-17 src/files.c
1860 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1861 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1862 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1863 for levels and "TAPE" for tapes). Old "cookie" style format is
1864 still supported for reading. New level and tape files are written
1867 * New IFF chunk "VERS" contains version numbers for file and game
1868 (where "game version" is the version of the program that wrote the
1869 file, and "file version" is a version number to distinguish files
1870 with different format, for example after adding new features).
1872 2002-03-15 src/screen.c
1873 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1874 (Before, you heard a mixture of the in-game music and the
1875 hall-of-fame music.)
1877 2002-03-14 src/events.c
1878 * Function "DumpTape()" (files.c) now available by pressing 't' from
1879 main menu (when in DEBUG mode).
1881 2002-03-14 src/game.c
1882 * "GameWon()": When game was won playing a tape, now there is no delay
1883 raising the score and no corresponding sound is played.
1885 2002-03-14 src/files.c
1886 * Changed "LoadTape()" for real chunk support and also adjusted
1887 "SaveTape()" accordingly.
1889 2002-03-14 src/game.c, src/tape.c, src/files.c
1890 * Important changes to tape format: The old tape format stored all
1891 actions with a real effect with a corresponding delay between the
1892 stored actions. This had some major disadvantages (for example,
1893 push delays had to be ignored, pressing a button for some seconds
1894 mutated to several single button presses because of the non-action
1895 delays between two action frames etc.). The new tape format just
1896 stupidly records all device actions and replays them later. I really
1897 don't know why I haven't solved it that way before?! Old-style tapes
1898 (with tape file version less than 2.0) get converted to the new
1899 format on-the-fly when loading and can therefore still be played;
1900 only some minor parts of the old-style tape handling code was needed.
1901 (A perfect conversion is not possible, because there is information
1902 missing about the device actions between two action frames.)
1904 2002-03-14 src/files.c
1905 * New function "DumpTape()" to dump the contents of the current tape
1906 in a human readable format.
1908 2002-03-14 src/game.c
1909 * Small tape bug fixed: When automatically advancing to next level
1910 after a game was won, the tape from the previous level still was
1911 loaded as a tape for the new level.
1913 2002-03-14 src/tape.c
1914 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1915 tape, cartoons did not get completely removed because
1916 StopAnimation() was not called.
1918 2002-03-13 src/files.c
1919 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1920 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1921 size even when using 16-bit elements). Added new chunk "CNT2" for
1922 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1923 chunk even when content was 16-bit element). "CNT2" should now be
1924 able to store content for arbitrary elements (up to eight blocks of
1925 3 x 3 element arrays). All "CNT2" elements will always be stored as
1926 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1928 2002-03-13 src/files.c
1929 * Changed "LoadLevel()" for real chunk support.
1931 2002-03-12 src/game.c
1932 * Fixed problem (introduced after 2.0.0 release) with penguins
1933 not getting killed by enemies
1935 2002-02-24 src/game.c, src/main.h
1936 * Added "player->is_moving"; now "player->last_move_dir" does
1937 not contain any information if the player is just moving at
1939 Before, "player->last_move_dir" was misused for this purpose
1940 for the robot stuff (robots don't kill players when they are
1941 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1942 broke tapes when walking through pipes!
1943 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1944 in a continuous movement. This fact is ignored for friends and