2 * fixed bugs in (auto)scrolling behaviour when passing ports or when
3 wrapping around the playfield through "holes" in the playfield border
6 * changed internal playfield bitmap handling from playfield sized bitmap
7 to screen sized bitmap (visible scrolling area), therefore speeding up
8 graphics operations (by eliminating bitmap updates in invisible areas)
9 and removing playfield size limitations due to increasing bitmap size
10 for larger playfield sizes (while the new implementation always uses
11 a fixed playfield bitmap size for arbitrary internal playfield sizes)
14 * fixed bug with single step mode (there were some cases where the game
15 did not automatically return to pause mode, e.g. when trying to push
16 things that cannot be pushed or when trying to run against a wall)
19 * added support for loading Supaplex levels in MPX level file format
22 * fixed SP engine to set "game over" not before lead out counter done
25 * fixed (potential) compile error when using GCC option "-std=gnu99"
26 (thanks to Tom "spot" Callaway)
29 * fixed array allocation in native Supaplex engine to correctly handle
30 preceding scratch buffers (needed because of missing border checking)
31 * fixed playfield initialization to correctly add raw header bytes as
32 subsequent scratch buffer (needed because of missing border checking)
35 * most important parts of native Supaplex engine integration working:
36 - native Supaplex levels can be played in native Supaplex engine
37 - native Supaplex level/demo files ("*.sp" files) can be re-played
38 - all 111 classic original Supaplex levels automatically solvable
39 - native Supaplex engine can be selected and used from level editor
40 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
43 * fixed another translation problem from VisualBasic to C (where "int"
44 should be "short") causing unsolvable demos with bugs and terminals
45 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
48 * fixed bug when reading Supaplex single level files (preventing loader
49 from seeking to level position like in Supaplex level package files)
52 * first classic Supaplex level running and solved by solution/demo tape
55 * started with integration of native Supaplex engine, using source code
56 of Megaplex from Frank Schindler, based on original Supaplex engine
59 * version number set to 3.2.6.2
62 * version 3.2.6.1 released
65 * fixed bug with element_info[e].gfx_element not being initialized in
66 early game stage, causing native graphics in EMC level sets to be
67 mapped completely to EL_EMPTY (causing a blank screen when playing)
68 (this only happened when starting the program with an EMC set with
69 native graphics, but not when switching to such a set at runtime)
72 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
73 and using self-compiled, patched SDL.dll that solves this problem
74 (interim solution until release of SDL 1.2.14 that should fix this)
77 * extended backwards compatibility mode to allow already fixed bug with
78 change actions (see "2008-02-05") for existing levels (especially the
79 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
82 * reactivated workaround to prevent program crashes due to blitting to
83 the same SDL surface that apparently only occurs on Windows systems
84 (this is no final solution; this problem needs further investigation)
87 * version number set to 3.2.6.1
90 * version 3.2.6.0 released
93 * fixed behaviour of player option "no centering when relocating" which
94 was incorrect when disabled and relocation target inside visible area
95 and "no scrolling when relocating" enabled at the same time
98 * fixed problems with re-mapping players on playfield to input devices:
99 previously, players found on the level playfield were changed to the
100 players connected to input devices (for example, player 3 in the level
101 was changed to player 1 (using artwork of player 3, to be able to use
102 a player with a different color)); this had the disadvantage that CE
103 conditions using player elements did not work (because the players in
104 the level definition are different to those effectively used in-game);
105 the new system uses the same player elements as defined in the level
106 playfield and re-maps the input devices of connected players to the
107 corresponding player elements when playing the level (in the above
108 example, player 3 now really exists in the game and is moved using the
109 events from input device 1); level tapes still store the events from
110 input devices 1 to 4, which are then re-mapped to players accordingly
111 when re-playing the tape (just as it is done when playing the level)
114 * fixed bug with player relocation while the player switches an element
117 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
118 not walkable (and did not let the player enter) when in process of
119 opening, but not fully open yet (which can cause the player not being
120 able to enter the exit in EM/DC style levels in time)
123 * fixed some bugs regarding the new level/CE random seed reset options
126 * moved "level settings" and "editor settings" to two tabbed screens in
127 level editor to gain space for additional level property settings
128 * added level setting to start a level with always the same random seed
129 * added CE action "set random seed" to re-initialize random seed in game
130 (this is the only CE action that gets executed before the CE changes,
131 which is needed to use the newly set random seed during the CE change)
134 * fixed redraw problem of special editor door when playing from editor
137 * fixed initialization of gfx_element for level sketch image creation
140 * added switch for EM style dynamite "[ ] explodes with chain reaction"
141 (with default set to "on" for existing levels, but "off" for all new
142 levels), as EM style dynamite does not chain-explode in original EM
145 * added optional initial inventory for players (pre-collected elements)
146 * added change page actions "set player inventory" and "set CE artwork"
147 * added recognition of "player" parameter on change pages when player
148 actions are defined, but no trigger player in corresponding condition
149 (this resulted in actions that only affected the first player before)
150 * fixed bug with change actions being executed for newly created custom
151 elements resulting from custom element changes, when the intention was
152 only to check for change actions for the previous custom element
155 * changed design and size of element drawing area in level editor
156 * added "element used as action parameter" to element change actions
159 * added possibility to reanimate player immediately after his death
160 (for example, by "change to <player> when explosion of <player>")
163 * fixed bug with "gray" white door not being uncovered by magnifier
164 * added score for collecting (any) key to the white key config page
167 * added condition "deadly when <getting hit by>" for custom elements
168 that behaves a bit like the existing "deadly when <colliding with>",
169 but with the following differences:
170 - it only kills players or friends when it was moving before it hits
171 - it does not kill players or friends that try to run into it
174 * fixed the following change conditions where a player element is used
175 as the "element that is triggering the custom element change":
178 - explosion of <element>
180 (the last two conditions already worked partially, but only for the
181 first player, and not for the "Murphy" player when using "move of")
184 * fixed crash bug caused by accessing invalid element (with value -1)
185 in UpdateGameControlValues()
186 * fixed graphical bug when using two-tile movement animations with EMC
187 game engine without explicitly using native EMC graphics engine
190 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
191 try to push something (due to push delay) does not cause a dig action
194 * fixed bug with reference elements used as trigger elements on custom
195 element change pages not being recognized
196 * fixed bug with reference elements not being removed from the playfield
197 * added engine functionality that allows custom elements that "can dig"
198 other elements not only to do so when moving by themselves, but also
199 when being pushed by the player (therefore adding the functionality to
200 push one element over another element, replacing it with the new one)
203 * added command line function to write level sketch images to directory
206 * merged override and auto-override options into new override options
207 with a new data type than can take the values "no", "yes" and "auto"
210 * fixed growing steel wall to also leave behind steel wall instead of
211 normal, destructible wall
212 * fixed handling of rocks falling through stacks of quicksand with
213 different speed (before, the rocks just got stuck in the quicksand)
216 * fixed nasty bug with auto-override and normal override not working on
217 program startup (especially when current level set has custom artwork)
220 * version 3.2.5 released as special edition "R'n'D jue"
223 * fixed X11 crash bug when blitting masked title screens over background
226 * changed build system to support special editions (like "R'n'D jue")
227 * added (hardcoded) loading graphics for "R'n'D jue" special edition
228 * fixed X11 crash bug when scaling images with width/height less than 32
231 * added "background.PLAYING" (only visible as two-pixel border in game)
232 * added default level set for first start of special R'n'D version
233 * changed door animations for editor always behaving like "quick doors"
236 * added new custom artwork setup option "auto-override non-CE sets" for
237 automatic artwork override that is only used for level sets without
238 custom element artwork (as it does not make much sense to override
239 any artwork that redefines custom element artwork for sets using CEs)
240 * fixed default artwork for "special" R'n'D versions always using the
241 "classic" artwork as the base if base artwork is not explicitly
242 defined in "levelinfo.conf", regardless of different default artwork
243 used by the special R'n'D version -- this is needed because any such
244 custom artwork is designed using the "classic" artwork definitions as
245 the base (including menu definitions and screen positions etc., which
246 would otherwise be taken from the different special default artwork)
249 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
250 for both EMC and R'n'D graphics engine (heavy workarounds needed due
251 to massively broken handling of quicksand in R'n'D game engine)
252 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
253 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
256 * fixed small bug in toon drawing (introduced when fixing the crash bug)
259 * added graphics definition "game.panel.highscore" to display the
260 current levels current high score in the game panel
263 * version number set to 3.2.5
266 * version 3.2.4 released
269 * fixed crash bug in toon drawing functions for large step offset values
272 * fixed some problems with displaying game panel when quick-loading tape
275 * fixed (experimental only) redrawing of every tile per frame (even if
276 unneeded) for the extended (R'n'D based) EMC graphics engine
277 * added optimization to only calculate element count for panel display
278 if really needed (that is, if element count values defined on panel)
279 * fixed problem with special editor door redraw when entering main menu
282 * fixed bug with displaying background for title messages on info screen
283 * some code cleanup for the extended (R'n'D based) EMC graphics engine
286 * fixed bug with CE action "move player" always resulting in player 4
287 if there was a CE action with no trigger player (because the player
288 element was calculated by using log_2() from trigger player bits with
289 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
290 triggering player bit mask and handling all players in "move player"
291 * fixed bug when defined artwork cannot be found for artwork that has
292 default artwork cloned from other artwork (without default filename)
293 * added several fixes to the extended (R'n'D based) EMC graphics engine
296 * fixed broken editor copy and paste for custom elements between levels
299 * title messages are now also searched in graphics artwork directory;
300 those found in graphics directory have precendence over those found
301 in level directory -- this handles title messages stored in graphics
302 directories as part of the artwork set, just like title images; this
303 makes sense, as corresponding special font definitions for messages
304 are usually defined in the same graphics artwork directory, and also
305 because title images and title messages that are combined in a level
306 set introduction should usually not be separated when the level set
307 is used with a different artwork set (e.g. using "override graphics")
308 * fixed problem with door borders on main screen by first drawing doors
309 and then the corresponding border masks, but not vice versa
310 * fixed problem with artwork config entries using the value "[DEFAULT]";
311 this does not what one might expect, but sets the value to an invalid
312 value -- solution: simply ignore such entries, which results in this
313 value keeping its previous (real) default value (in general, entries
314 that should use their default value should just not be defined here)
315 * fixed problem with wrong fading area size from main menu to setup menu
318 * fixed problem with broken crumbled graphics after level set changes
319 when using R'n'D custom artwork with level sets using the EMC engine
322 * fixed invisible "joysticks deactivated ..." text on setup input screen
325 * added use of hashes created from static lists (element tokens, image
326 config, font tokens) to speed up lookup of configuration parameters
327 * fixed bug where element and graphic config token lookup was mixed up
330 * added "busy" animation when initializing program and loading artwork
331 * added initialization profiling for program startup (debugging only)
334 * fixed(?) very strange bug apparently triggered by memset() when code
335 was cross-compiled with MinGW cross-compiler for Windows XP platform
336 (this only happened when using SDL.dll also self-compiled with MinGW)
339 * added graphics engine directive "border.draw_masked_when_fading" that
340 enables/disables drawing of border mask over screen that is just faded
343 * fixed small problem with separate fading definition for game screen
346 * added additional configuration directives for setup screen draw offset
347 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
348 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
349 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
350 used to define draw offset on custom artwork selection screens and
351 "CHOOSE_OTHER" is used on all other list style selection screens, like
352 choosing game speed or screen mode for fullscreen mode)
353 * added additional configuration directives to define main menu buttons:
354 - menu.button_name and menu.button_name.active
355 - menu.button_levels and menu.button_levels.active
356 - menu.button_scores and menu.button_scores.active
357 - menu.button_editor and menu.button_editor.active
358 - menu.button_info and menu.button_info.active
359 - menu.button_game and menu.button_game.active
360 - menu.button_setup and menu.button_setup.active
361 - menu.button_quit and menu.button_quit.active
362 * added eight pure decoration graphic definitions for the game panel
365 * added support for accessing native Diamond Caves II level packages
366 * fixed displaying of game panel values for Emerald Mine game engine
367 * fixed displaying end-of-level time and score values on new game panel
370 * added game panel control to display arbitrary elements on game panel
371 * added game panel control to display custom element score (globally
372 unique for identical custom elements) either as value or as element
373 * added ".draw_masked" and ".draw_order" to game panel control drawing
376 * fixed some general bugs with handling of ".active" elements and fonts
379 * cleanup of game panel elements (some elements were not really needed)
380 * added displaying of gravity state (on/off) as new game panel control
381 * added animation for game panel elements (similar to game elements)
384 * added new pseudo game mode "PANEL" to define panel fonts and graphics
385 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
386 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
387 (else graphics would have to use ".PLAYING", which would be confusing)
388 * fixed bug when fading out to game screen with border mask defined
391 * added attribute ".tile_size" for element style game panel controls
394 * added <space> key as additional valid key to use for confirm requester
397 * improved menu fading, adding separate fading definitions for entering
398 and leaving a "content" screen (in general), and optional definitions
399 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
402 * added (currently invisible) setup option to define scroll delay value
403 * fixed small bug in priority handling when auto-detecting level start
404 position in levels without player element (but player from CE etc.)
405 * added option "game.forced_scroll_delay_value" to override user choice
406 of scroll delay value for certain level sets with "graphicsinfo.conf"
407 * replaced setup option "scroll delay: on/off" by new setup option that
408 directly allows selecting the desired scroll delay value from 0 to 8
411 * added displaying of most game panel control elements (not animated)
414 * added new configuration directives to display additional game engine
415 values on the game control panel, like the following examples:
416 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
417 - game.panel.penguins - number of penguins to rescue
418 - game.panel.level_name - level name of current level
421 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
424 * added new player option "no centering when relocating" for "invisible"
425 teleportations to level areas that look exactly the same, giving the
426 illusion that the player did not relocate at all (this was the default
427 since 3.2.3, but caused visual problems with room creation in "Zelda")
428 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
431 * improved menu fading, adding separate fading definitions for entering
432 and leaving a menu and for fading between menu and "content" screens
433 * fixed small bug with recognizing also ".font_xyz" style definitions
436 * improved menu fading, adding separate fading definitions for fading
437 between menu screens and fading between menu and "destination" screens
440 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
441 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
442 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
443 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
445 * improved title fading, allowing fading animation types "none", "fade"
446 and "crossfade" (including cross-fading of last title to main menu)
449 * added configurability of graphics, sounds and music for title screens,
450 which are separated into initial title screens (only shown once at
451 program startup) and title screens shown for a given level set; these
452 title screens can be composed of up to five title images and up to
453 five title text messages (each drawn using an optional background
454 image), also using background music and/or sounds; aspects like
455 background images, sounds and music of title screens can either be
456 defined generally (valid for all title screens) or specifically (and
457 therefore differently for each title screen) using these directives:
459 to define a background image, sound or music file for all screens:
460 - background.TITLE_INITIAL (for all title screens for game startup)
461 - background.TITLE (for all title screens for level sets)
463 to define a background image, sound or music file for a single screen:
464 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
465 - background.titlescreen_x (with x in 1,2,3,4,5)
466 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
467 - background.titlemessage_x (with x in 1,2,3,4,5)
469 to define the title screen images:
470 - titlescreen_initial_x (with x in 1,2,3,4,5)
471 - titlescreen_x (with x in 1,2,3,4,5)
473 to define the title text messages, place text files into the level set
474 directory that have the following file names:
475 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
476 - titlemessage_x.txt (with x in 1,2,3,4,5)
478 to define the properties of the text messages, either use directives
479 that affect all text messages:
480 - [titlemessage_initial].<suffix>
481 - [titlemessage].<suffix>
482 or use directives that affect single text messages:
483 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
484 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
486 valid values for <suffix> are the same as for readme.<suffix> below;
487 use ".sort_priority" (default: 0) to define an arbitrary order for
488 title images and title messages (which can therefore be mixed)
491 * added full configurability of "readme.txt" screen appearance:
492 - readme.x: <left position used with alignment>
493 - readme.y: <top position>
494 - readme.width: <maximim text width in pixels>
495 - readme.height: <maximum text height in pixels>
496 - readme.chars: <maximum number of chars per line>
497 - readme.lines: <maximum number of lines displayed>
498 - readme.align: left,center,right (default: center)
499 - readme.top: top,middle,bottom (default: top)
500 - readme.font: font name
501 - readme.autowrap: true,false (default: true)
502 - readme.centered: true,false (default: false)
503 - readme.parse_comments: true,false (default: true)
504 - readme.sort_priority: (not used here, but only for title screens)
505 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
506 default), they are automatically determined from "readme.width" and
507 "readme.height" accordingly; when they are not "-1", they have
508 precedence over "readme.width" and "readme.height"
509 * added internal ad-hoc config settings for displaying text files like
510 title messages or "readme.txt" style level set info files:
511 - .font: font name (default: readme.font)
512 - .autowrap: true,false (default: readme.autowrap)
513 - .centered: true,false (default: readme.centered)
514 - .parse_comments: true,false (default: readme.parse_comments)
515 (the leading '.' and the separating ':' are mandatory here); to use
516 these ad-hoc settings, they have to be written inside a comment, like
517 "# .autowrap: false" or "# .centered: true"; these settings then
518 override the above global settings (they can even be used more than
519 once, like "# .centered: true", then some text that should be drawn
520 centered, then "# .centered: false" to go back to non-centered text;
521 important note: after using "# .parse_comments: false", or when using
522 "readme.parse_comments: false", detecting and parsing comments inside
523 the file is disabled and comments are just printed like normal text;
524 also be aware that all automatic text size calculations are done with
525 the font defined in "readme.font", while using different fonts using
526 "# .font: <font>" inside the text file may cause unexpected results
529 * changed some numerical limits in the level editor from 255 to 999
532 * added option "system.sdl_videodriver" to select SDL video driver
533 * added output of SDL video and audio driver to "version info" page
536 * added group element drawing to IntelliDraw drawing functions
537 * fixed animation resetting problem again (last try broke Snake Bite)
538 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
541 * added new (special) "include: <filename>" directive that works in all
542 configuration files (like "graphicsinfo.conf") and that has the same
543 effect as if that directive would be replaced with the content of the
544 specified file (this can be useful to split large configuration files
545 into several smaller ones and include them from one main file, or to
546 store configuration settings that always stay the same into a separate
547 file, while including it and only add those parts that really change)
550 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
553 * fixed bug in "InitMovingField()" where treating an integer array as
554 boolean caused wrong resetting of animations while elements are moving
555 * fixed problem with resetting animations when starting element change
558 * added sort priority for order of title screens and title messages
561 * changed end of game again: do not wait for the user to press a key
562 anymore, but directly ask/confirm tape saving and go to hall of fame
563 * re-enabled quitting of lost game by pressing space or return again
564 * added blanking of mouse pointer when displaying title screens
565 * added remaining menu draw offset definitions for info sub-screens
568 * added setup option to select game speed (from very slow to very fast)
569 * improved handling of title text messages (initial and for level set)
572 * added new options "auto-wrap" and "centered" for DC2 style envelopes
575 * fixed displaying and typing of player name when it is centered
576 * added special characters to be allowed for player name (not only A-Z)
579 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
580 (newer versions of the SDL library seem to not like this anymore)
583 * added code for configuration directives for control of game panel
586 * fixed small cosmetical bug with underlining property tabs in editor
589 * fixed small drawing bug in X11FadeRectangle
590 * added new elements for newly supported Diamond Caves II levels:
591 - EM/DC style exits that disappear after passing
592 - white key and gate (one white key needed for each white gate)
593 - fake gate (there is no key to open/pass this kind of gate!)
594 - extended magic wall which also handles pearls and crystals
598 * changed maximum value for endless loop detection to a higher value
599 (some levels really used very deep recursion without being endless)
602 * added new elements for newly supported Diamond Caves II levels:
603 - growing steel walls
604 - snappable land mine
607 * added new elements for newly supported Diamond Caves II levels:
608 - steel text elements
611 * added level file loader for native Diamond Caves II levels
614 * version number set to 3.2.4
617 * version 3.2.3 released
620 * fixed malloc/free bug when updating EMC artwork entries in level list
621 * added workaround (warning and request to quit the current game) when
622 changing elements cause endless recursion loop (which would otherwise
623 freeze the game, causing a crash-like program exit on some systems)
626 * fixed nasty string overflow bug when entering too long envelope text
629 * added feedback sounds for menu navigation "menu.item.activating" and
630 "menu.item.selecting" (for highlighting and executing menu entries)
633 * improved "no scrolling when relocating" to also consider scroll delay
634 (meaning that the player is not automatically centered in this case;
635 this makes it possible to "invisibly" relocate the player to a region
636 of the level playfield which looks the same as the old level region)
637 * fixed bug with not recognizing "main.input.name.align" when active
640 * fixed bug with displaying masked borders over title screens when
641 screen fading is disabled
644 * fixed infinite loop / crash bug when killing the player while having
645 a CE with the setting "kill player X when explosion of <player X>"
646 * added special editor graphic for "char_space" to distinguish it from
647 "empty_space" when editing a level (in-game graphics still the same)
650 * fixed nasty bug with initialization only done for the first player
653 * small change to handle loading empty element/content list micro chunks
656 * uploaded pre-release (test) version 3.2.3-0 binary and source code
659 * some optimizations on startup speed by reducing initial text output
662 * added caching of custom artwork information for faster startup times
665 * fixed graphical bug when using fewer menu entries on level selection
666 screen than usual (with "menu.list_size.LEVELS" directive)
667 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
668 the backbuffer to the backbuffer by error (with identical rectangle)
671 * fixed bug when displaying titlescreen with size less than element tile
672 * fixed bug that caused elements with "change when digging <e>" event
673 to change for _every_ digged element, not only those specified in <e>
674 * fixed bug that caused impact style collision when dropping element one
675 tile over the player that can both fall down and smash players
676 * fixed bug that caused impact style collision when element changed to
677 falling/smashing element over the player immediately after movement
680 * fixed bug that allowed making engine snapshots from the level editor
683 * fixed bugs with player name and current level positions on main screen
686 * added configuration directives for control of title screens:
687 - "title.fade_delay" for fading time
688 - "title.post_delay" for pause between screens (when not crossfading)
689 - "title.auto_delay" to automatically continue after some time
690 these settings can each be overridden by specifying them with titles:
691 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
692 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
693 fading mode can also be specified:
694 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
695 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
696 default is using normal fading for menues and initial title screens,
697 while using cross-fading for level set title screens
698 * fixed bug with background not drawn in Hall of Fame after game was won
701 * added configuration directives for the remaining main menu items
704 * added additional configuration directives for info screen draw offset:
705 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
706 * added additional configuration directives for preview info text
707 * limited mouse wheel sensitive screen area to scrollable screen area
710 * added highlighted menu text entries to menu navigation when selected
713 * fixed bug that prevented player from correctly being created in the
714 top left corner by a custom element change in a level without player
715 * fixed bug that prevented player from being killed when indestructible,
716 non-walkable element is placed on player position by extended change
717 * added configurable menu button, text and input positions to main menu
720 * added page fading effects for remaining info sub-screens
721 * fixed small bug that caused some delays when answering door request
724 * added directives "border.draw_masked.*" for menu/playfield area and
725 door areas to display overlapping/masked borders from "global.border"
728 * fixed bug with CE with move speed "not moving" not being animated
729 * when changing player artwork by CE action, reset animation frame
732 * fixed bug with not unmapping main menu screen gadgets on other screens
733 * fixed bug with un-pausing a paused game by releasing still pressed key
734 * fixed bug with not redrawing screen when toggling to/from fullscreen
735 mode while fast reloading tape (without redrawing playfield contents)
736 * fixed bug with quick-saving tape snapshot despite answering with "no"
739 * version number set to 3.2.3
742 * version 3.2.2 released
745 * fixed bug with redrawing screen in fullscreen mode after quick tape
746 reloading when using the EMC game engine
747 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
750 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
753 * added engine snapshot functionality for instant tape reloading (this
754 only works for the last tape saved using "quick save", and does not
755 work across program restarts, because it completely works in memory)
758 * version number set to 3.2.2
761 * version 3.2.1 released
764 * fixed nasty bugs with handling error message file on Mac OS X systems
767 * general code cleanup (removing many annoying "#if 0" blocks etc.)
770 * fixed bug that caused broken tapes when manually appending to tapes
771 using the "pause before death" functionality, followed by recording
772 * added setup option to disable fading of screens for faster testing
775 * code cleanup of new fading functions
778 * changed behaviour after solved game -- do not immediately stop engine
779 * added some more smooth screen fadings (game start, hall of fame etc.)
782 * fixed bug with displaying pushed CE with value/score/delay anim_mode
785 * added configurable level preview position, tile size and dimensions
786 * added configurable game panel value positions (gems, time, score etc.)
789 * fixed small bug with time displayed incorrectly when collecting CEs
792 * fixed bug with bumpy scrolling with EM engine in double player mode
795 * added compatibility code to fix "Snake Bite" style levels that were
796 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
799 * fixed bug with scrollbars inside editor when using the Windows mouse
800 enhancement tool "True X-Mouse" (which injects key events to the event
801 queue to insert selected stuff into the Windows clipboard, which gets
802 confused with the "Insert" key for jumping to the last editor cascade
803 block in the element list)
804 * added Rocks'n'Diamonds icon for use as window icon to SDL version
805 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
808 * added selection of preferred fullscreen mode to setup / graphics menu
809 (useful if default mode 800 x 600 does not match screen aspect ratio)
812 * improved down-scaling of images for better editor and preview graphics
813 * changed user data directory for Mac OS X from Unix style to new place
816 * improved level number selection in main menu and player selection in
817 setup menu (input devices section) by using standard button gadgets
818 * added support for mouse scroll wheel (caused buggy behaviour before)
819 * added support for scrolling horizontal scrollbars with mouse wheel by
820 holding "Shift" key pressed while scrolling the wheel
821 * added support for single step mouse wheel scrolling by holding "Alt"
822 key pressed while scrolling the wheel (can be combined with "Shift")
823 * changed output file "stderr.txt" on Windows platform now always to be
824 created in the R'n'D sub-directory of the personal documents directory
825 * added Windows message box to direct to "stderr.txt" after error aborts
828 * improved general scrollbar handling (when jump-scrolling scrollbars)
831 * changed scrollbars to always show last line as first after scrolling
832 (that means jumping n - 1 screen lines instead of n screen lines)
835 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
836 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
837 * fixed special handling of vertically stacked acid becoming fake acid
840 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
841 affect multiple instances of the same CE, although this kind of
842 change condition usually only affects one single custom element
845 * version number set to 3.2.1
848 * version 3.2.0 released
851 * reorganized level editor element list a bit to match engines better
854 * fixed newly introduced bug with wrongly initializing clipboard element
857 * fixed bug with displaying visible/invisible level border in editor
860 * reorganized some elements in the level editor element list
863 * fixed bug with displaying any player as "yellow" when moving into acid
864 * fixed bug with displaying running player when player stopped at border
867 * fixed bug with player exploding when moving into acid
868 * fixed bug with level settings being reset in editor and when playing
869 (some compatibility settings being set not only after level loading)
870 * fixed crash bug when number of custom graphic frames was set to zero
871 * fixed bug with teleporting player on walkable tile not working anymore
872 * added partial compatibility support for pre-release-only "CONF" chunk
873 (to make Alan Bond's "color cycle" demo work again :-) )
876 * fixed some bugs when displaying title screens from info screen menu
877 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
880 * changed file major version to 3 to reflect level file format changes
881 * uploaded pre-release (test) version 3.2.0-8 binary and source code
884 * added new chunk "NAME" to level file format for level name settings
885 * added new chunk "NOTE" to level file format for envelope settings
886 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
887 * updated magic(5) file to recognize changed and new level file chunks
888 * removed change events "change when CE value/score changes" as unneeded
891 * changed gravity (which only affects the player) from level property
892 to player property (only makes a difference in multi-player levels)
893 * added change events "change when CE value/score changes"
894 * added change events "change when CE value/score changes of <element>"
897 * added new chunk "INFO" to level file format for global level settings
898 * added all element settings from "HEAD" chunk to "CONF" chunk
899 * added all global level settings from "HEAD" chunk to "INFO" chunk
902 * changed level file format by adding two new chunks "CUSX" (for custom
903 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
904 elements, replacing the previous "GRP1" chunk); these new IFF style
905 chunks use the new and flexible "micro chunks inside chunks" technique
906 already used with the new "CONF" chunk (for normal element properties)
907 which makes it possible to easily extend the existing level format
908 (instead of using fixed-length chunks like before, which are either
909 too big due to reserved bytes for future use, or too small when those
910 reserved bytes have all been used and even more data should be stored,
911 requiring the replacement by new and larger chunks just like it went
912 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
915 * added credits pages to the "credits" section that were really missing
916 * added some missing element descriptions to the level editor
917 * added down position of switchgate switch to the level editor
918 and allowed the use of both switch positions at the same time
919 * changed use of "Insert" and "Delete" keys to navigate element list in
920 level editor to start of previous or next cascading block of elements
923 * added the possibility to view the title screen to the info screen menu
924 * fixed some minor bugs with viewing title screens
927 * fixed bug with title (cross)fading in/out when using fullscreen mode
930 * fixed bug that forced re-defining of menu settings in local graphics
931 config file which are already defined in existing base config file
932 * fixed small bug that caused door sounds playing when music is enabled
935 * added the possibility to define up to five title screens for each
936 level set that are displayed after loading using (cross)fading in/out
937 (this was added to display the various start images of the EMC sets)
940 * added "CE score gets zero [of]" to custom element trigger conditions
941 * added setup option to display element token name in level editor
944 * added compatibility code for Juergen Bonhagen's menu artwork settings
947 * fixed bug with displaying wrong animation frame 0 after CE changes
948 * fixed bug with creating invisible elements when light switch is on
951 * added selection between ECS and AGA graphics for EMC levels to setup
954 * adjusted font handling for various narrow EMC style fonts
957 * changed EM engine behaviour back to re-allow initial rolling springs
960 * fixed handling of over-large selectboxes (less error-prone now)
961 * fixed bug when creating GE with walkable element under the player
964 * added use of "Insert" and "Delete" keys to navigate element list in
965 level editor to start of custom elements or start of group elements
966 * added virtual elements to access CE value and CE score of elements:
967 - "CE value of triggering element"
968 - "CE score of triggering element"
969 - "CE value of current element"
970 - "CE score of current element"
973 * fixed "grass" to "sand" in older EM levels (up to file version V4)
976 * changed behaviour of network games with internal errors (because of
977 different client frame counters) from immediately terminating R'n'D
978 to displaying an error message requester and stopping only the game
979 (also to prevent impression of crashes under non command-line runs)
980 * fixed playing network games with the EMC engine (did not work before)
981 * fixed bug with not scrolling the screen in multi-player mode with the
982 focus on player 1 when all players are moving in different directions
983 * fixed bug with keeping pointer to gadget even after its deallocation
984 * fixed bug with allowing "focus on all players" in network games
985 * fixed bug with player focus when playing tapes from network games
988 * uploaded pre-release (test) version 3.2.0-7 binary and source code
991 * code cleanup for game action control for R'n'D and EMC game engine
994 * fixed bug in multi-player movement with focus on both players
995 * added option to control only the focussed player with all input
998 * added player focus switching to level tape recording and re-playing
1001 * fixed some bugs in player focus switching in EMC and RND game engine
1004 * added special Supaplex animations for Murphy digging and snapping
1005 * added special Supaplex animations for Murphy being bored and sleeping
1008 * added four new yam yams with explicit start direction for EMC engine
1009 * fixed bug in src/libgame/text.c with printing text outside the window
1012 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1015 * added delayed ignition of EM style dynamite when used in R'n'D engine
1016 * added limited movement range to EMC engine when focus on all players
1019 * fixed bug with missing (zero) score values for native Supaplex levels
1022 * added "continuous snapping" (snapping many elements while holding the
1023 snap key pressed, without releasing the snap key after each element)
1024 as a new player setting for more compatibility with the classic games
1027 * finished scrolling for "focus on all players" in EMC graphics engine
1030 * level sets with "levels: 0" are ignored for levels, but not artwork
1031 * fixed bug when scanning empty level group directories (endless loop)
1034 * fixed bug with explosion graphic for player using "Murphy" graphic
1035 * fixed bug with explosion graphic if player leaves explosion in time
1036 * changed some descriptive text in setup menu to use medium-width font
1037 * added key shortcut settings for switching player focus to setup menu
1040 * fixed bug with random value initialization when recording tapes
1041 * fixed bug with playing single player tapes when team mode activated
1044 * fixed little bug when trying to switch to player that does not exist
1047 * added player switching (visual and quick) to R'n'D and EM game engine
1048 * added setup option to select visual or quick in-game player switching
1051 * added use of "Home" and "End" keys to handle element list in editor
1054 * fixed bug with adding score when playing tape with EMC game engine
1055 * added steel wall border for levels using EMC engine without border
1056 * finally fixed delayed scrolling in EMC engine also for small levels
1059 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1062 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1063 * fixed bug when displaying info element without action, but direction
1066 * fixed minor graphical problems with springs smashing and slurping
1067 (when using R'n'D style graphics instead of EMC style graphics)
1070 * added scroll delay (as configured in setup) to EMC graphics engine
1073 * improved screen redraw for EMC graphics engine (faster and smoother)
1074 * when not scrolling, do not redraw the whole playfield if not needed
1077 * added multi-player mode for EMC game engine (with up to four players)
1080 * added android (can clone elements) from EMC engine to R'n'D engine
1083 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1086 * added selectbox for initial player speed to player settings in editor
1089 * version 3.1.2 created that is basically version 3.1.1, but with a
1090 major bug fixed that prevented editing your own private levels
1091 * version 3.1.2 released
1094 * added magic ball (creates elements) from EMC engine to R'n'D engine
1097 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1100 * fixed bug when using "CE can leave behind <trigger element>"
1101 * added new change condition "(after/when) creation of <element>"
1102 * added new change condition "(after/when) digging <element>"
1103 * fixed bug accessing invalid gadget that caused crashes under Windows
1104 * deactivated new possibility for multiple CE changes per frame
1107 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1110 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1111 * fixed bug with not keeping CE value for moving CEs with only action
1112 * changed CE action selectboxes in editor to be only reset when needed
1115 * added option "use artwork from element" for custom player artwork
1116 * added option "use explosion from element" for player explosions
1119 * added cascaded element lists in the level editor
1120 * added persistence for cascaded element lists by "editorcascade.conf"
1121 * added dynamic element list with all elements used in current level
1122 * added possibility for multiple CE changes per frame (experimental)
1125 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1128 * changed "score for each 10 seconds/steps left" to "1 second/step"
1129 * added own score for collecting "extra time" instead of sharing it
1130 * added change events "switched by player" and "player switches <e>"
1131 * added change events "snapped by player" and "player snaps <e>"
1132 * added "set player artwork: <element choice>" to CE action options
1133 * added change event "move of <element>"
1136 * added "set player shield: off / normal / deadly" to CE action options
1137 * added new player option "use level start element" in level editor
1138 to set the correct focus at level start to elements from which the
1139 player is created later (this did not work before for cascaded CE
1140 changes resulting in creation of the player; it is now also possible
1141 to create the player from a yam yam which is smashed at level start)
1144 * added "set player speed: frozen (not moving)" to CE action options
1145 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1148 * added new player option "block snap field" (enabled by default) to
1149 make it possible to show a snapping animation like in Emerald Mine
1152 * added dynamic selectboxes to custom element action settings in editor
1153 * added "CE value" counter for custom elements (instead of "CE count")
1154 * added option to use the last "CE value" after custom element change
1155 * added option to use the "CE value" of other elements in CE actions
1156 * fixed odd behaviour when pressing time orb in levels w/o time limit
1157 * added checkbox "use time orb bug" for older levels that use this bug
1160 * added missing configuration settings for the following elements:
1161 - EL_TIMEGATE_SWITCH (time of open time gate)
1162 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1163 - EL_SHIELD_NORMAL (time of shield duration)
1164 - EL_SHIELD_DEADLY (time of shield duration)
1165 - EL_EXTRA_TIME (time added to level time)
1166 - EL_TIME_ORB_FULL (time added to level time)
1169 * added "wind direction" as a movement pattern for custom elements
1170 * added initial wind direction for balloon / custom elements to editor
1171 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1174 * added parameters for "game of life" and "biomaze" elements to editor
1177 * added level file chunk "CONF" for generic level and element settings
1180 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1183 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1184 * added sound action ".page[1]" to ".page[32]" for each CE change page
1187 * added image config suffix ".clone_from" to copy whole image settings
1188 * fixed bug with invalid ("undefined") CE settings in old level files
1191 * fixed graphical bug with smashing elements falling faster than player
1194 * fixed major bug which prevented private levels from being edited
1195 * fixed bug with precedence of general and special font definitions
1198 * fixed graphical bug with player animation when player moves slowly
1201 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1204 * fixed bug which prevented "global.num_toons: 0" from working
1207 * major code cleanup (removed all these annoying "#if 0" blocks)
1210 * added custom element actions for CE change page in level editor
1213 * fixed music initialization bug in init.c (thanks to David Binderman)
1214 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1215 (this bug must probably be fixed at other places, too)
1218 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1219 (should be '#include <SDL.h>' instead)
1222 * fixed bug which prevented "walkable from no direction" from working
1223 (due to compatibility code overwriting this setting after loading)
1226 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1229 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1230 * version 3.1.1 released
1233 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1234 on 64-bit architecture systems with LP64 data model
1237 * fixed bug with bombs not exploding when hitting the last level line
1238 (introduced after the release of 3.1.0)
1241 * added support for dumping small-sized level sketches from editor
1244 * added recognition of "trigger element" for "change digged element to"
1245 (this is not really what the "trigger element" was made for, but its
1246 use may seem obvious for leaving back digged elements unchanged)
1249 * fixed multiple warnings about failed joystick device initialization
1252 * fixed bug with dynamite dropped on top of just dropped custom element
1253 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1254 dynamite can still be dropped, but drop key must be released before
1257 * fixed bug with wrong start directory when started from file browser
1258 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1261 * fixed bug causing "change when impact" on player not working
1262 * fixed wrong priority of "hitting something" over "hitting <element>"
1263 * fixed wrong priority of "hit by something" over "hit by <element>"
1266 * fixed graphical bug which caused the player (being Murphy) to show
1267 collecting animations although the element was collected by penguin
1270 * fixed two bugs causing wrong door background graphics in system.c
1271 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1274 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1275 * added "no direction" to "walkable/passable from" selectbox options
1278 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1279 * in tape autoplay, not only report broken, but also missing tapes
1282 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1285 * fixed small bug with "linear" animation not working for active lamp
1288 * fixed bug with moving up despite gravity due to "block last field"
1289 * fixed small bug with wrong draw offset when typing name in main menu
1290 * when reading user names from "passwd", ignore data after first comma
1291 * when creating new "levelinfo.conf", only write some selected entries
1294 * fixed displaying "imported from/by" on preview with empty string
1295 * fixed ignoring draw offset for fonts used for level preview texts
1298 * fixed a delay problem with SDL and too many mouse motion events
1299 * added setup option "skip levels" and level skipping functionality
1302 * added move speed "not moving" for non-moving CEs, but with direction
1305 * fixed mapping of obsolete element token names in "editorsetup.conf"
1306 * fixed bug with sound "acid.splashing" treated as a loop sound
1307 * fixed some little sound bugs in native EM engine
1310 * fixed small bug when dragging scrollbars to end positions
1313 * added editor element descriptions written by Aaron Davidson
1316 * improved fallback handling when configured artwork is not available
1317 (now using default artwork instead of exiting when files not found)
1320 * fixed bug on level selection screen when dragging scrollbar
1323 * fixed bug which caused broken tapes when appending to EM engine tapes
1326 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1329 * added code to replace changed artwork config tokens with other tokens
1330 (needed for backwards compatibility, so that older tokens still work)
1333 * added native R'n'D graphics for some new EMC elements in EM engine
1336 * fixed some bugs in the EM engine integration code
1337 * changed EM engine code to allow diagonal movement
1338 * changed EM engine code to allow use of separate snap and drop keys
1341 * fixed some redraw bugs when using EM engine
1344 * fixed bug with not converting RND levels which are set to use native
1345 engine to native level structure when loading
1348 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1351 * version number set to 3.2.0
1354 * level data now reset to defaults after attempt to load invalid file
1357 * added use of "editorsetup.conf" for different level sets
1360 * added auto-detection for various types of Emerald Mine level files
1363 * fixed bug with scrollbars getting too small when list is very large
1366 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1369 * added most level editor configuration gadgets for new EMC elements
1372 * added more element and graphic definitions for new EMC elements
1375 * modified native EM engine to use integrated R'n'D sound system
1378 * added SDL support to graphics functions in native EM engine
1379 (by always using generic libgame interface functions)
1382 * fixed bug in frame synchronization in native EM engine
1385 * added code to convert levels between R'n'D and native EM engine
1388 * new Emerald Mine engine can now play levels selected in main menu
1391 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1392 (which creates scaled down graphics for level editor and preview);
1393 there's still a memory leak somewhere in the artwork handling code
1394 * added "scale image up" functionality to X11 version of zoom function
1397 * first attempts to integrate new, native Emerald Mine Club engine
1400 * fixed bug in gadget code which caused reset of CEs in level editor
1401 (example: pressing 'b' [grab brush] on CE config page erased values)
1402 (solution: check if gadgets in ClickOnGadget() are really mapped)
1403 * improved level change detection in editor (settings now also checked)
1404 * fixed bug with "can move into acid" and "don't collide with" state
1407 * fixed maze runner style CEs to use the configured move delay value
1410 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1413 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1414 * fixed the above fix because it broke level set "machine" (*sigh*)
1415 * fixed random element placement in level editor to work as expected
1416 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1419 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1422 * fixed bug (missing array boundary check) which caused broken tapes
1423 * fixed bug (when loading level template) which caused broken levels
1424 * fixed bug with new block last field code when using non-yellow player
1427 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1428 * internal change of how the player blocks the last field when moving
1429 * fixed blocking delay of last field for EM and SP style block delay
1430 * fixed bug where the player had to wait for the usual move delay after
1431 unsuccessfully trying to move, when he directly could move after that
1432 * the last two changes should make original Supaplex level 93 solvable
1433 * improved use of random number generator to make it less predictable
1434 * fixed behaviour of slippery SP elements to let slip left, then right
1437 * fixed bug with wrong door state after trying to quickload empty tape
1438 * fixed waste of static memory usage of the binary, making it smaller
1439 * fixed very little graphical bug in Supaplex explosion
1442 * version number set to 3.1.1
1445 * version 3.1.0 released
1448 * fixed bug with crash when writing user levelinfo.conf the first time
1451 * added option "convert LEVELDIR [NR]" to command line batch commands
1452 * re-converted Supaplex levels to apply latest engine fixes
1453 * changed "use graphic/sound of element" to "use graphic of element"
1454 due to compatibility problems with some levels ("bug machine" etc.)
1457 * fixed bug with CE change replacing player with same or other player
1460 * fixed bug with opaque font in envelope with background graphic when
1461 background graphic is not transparent itself
1464 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1465 * corrected original Supaplex level loading code to use these new ports
1466 * also corrected Supaplex loader to auto-count infotrons if set to zero
1469 * fixed bug with missing initialization of "modified" flag for GEs
1472 * fixed bug that caused endless recursion loop when relocating player
1473 * fixed tape recorder bug in "step mode" when using "pause before end"
1474 * fixed tape recorder bug when changing from "warp forward" mode
1477 * fixed bug with "when touching" for pushed elements at last position
1480 * fixed bug that caused two activated toolbox buttons in level editor
1481 * fixed bug with exploding dynabomb under player due to other explosion
1484 * fixed bug with creating walkable custom element under player (again)
1485 * fixed bug with not copying explosion type when copying CEs in editor
1486 * fixed graphical bug when drawing player in setup menu (input devices)
1487 * fixed graphical bug when the player is pushing an accessible element
1488 * fixed bug with classic switchable elements triggering CE changes
1489 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1490 * fixed crash bug when CE leaves behind the trigger player element
1493 * fixed bug with broken tubes after placing/exploding dynamite in them
1494 * fixed bug with exploding dynamite under player due to other explosion
1495 * fixed bug with not resetting push delay under certain circumstances
1498 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1499 * added network multiplayer code for Windows (thanks to Niko Böhm)
1502 * added option "reachable despite gravity" for gravity movement
1503 * changed gravity movement of most classic walkable and passable
1504 elements back to "not reachable" (for compatibility reasons)
1507 * fixed (removed) "indestructible" / "can explode" dependency in editor
1508 * fixed (removed) "accessible inside" / "protected" dependency
1509 * fixed (removed) "step mode" / "shield time" dependency
1512 * fixed dynabombs exploding now into anything diggable
1513 * fixed Supaplex style gravity movement into buggy base now impossible
1514 * added pressing key "space" as valid action to select menu options
1517 * added "replace when walkable" to relocate player to walkable element
1518 * added "enter"/"leave" event for elements affected by relocation
1519 * fixed "direct"/"indirect" change order also for "when change" event
1520 * fixed graphical bug when pushing things from elements walkable inside
1523 * fixed graphic bug when player is snapping while moving in old levels
1524 * fixed bug when a moving custom element leaves a player element behind
1525 * fixed bug with mole not disappearing when moving into acid pool
1526 * fixed bug with incomplete path setting when using "--basepath" option
1527 * moving CE can now leave walkable elements behind under the player
1528 * when relocating, player can be set on walkable element now
1529 * fixed another gravity movement bug
1532 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1535 * added "collectible" and "removable" to extended replacement types
1536 (where "removable" replaces "diggable" and "collectible" elements)
1537 * added "collectible & throwable" (to throw element to the next field)
1538 * fixed bug with CEs digging elements that are just about to explode
1539 * changed mouse cursor now always being visible when game is paused
1542 * added possibility to push/press accessible elements from a side that
1544 * fixed bug with not setting actual date when appending to tape
1547 * fixed bug with incorrectly initialized custom element editor graphics
1550 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1551 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1554 * fixed bug with destroyed robot wheel still attracting robots forever
1555 * fixed bug with time gate switch deactivating after robot wheel time
1556 (while the time gate itself is not affected by this misbehaviour)
1557 * changed behaviour of BD style amoeba to always get blocked by player
1558 (before it was different when there were non-BD elements in level)
1559 * fixed bug with player destroying indestructable elements with shield
1562 * added option to make growing elements grow into anything diggable
1563 (for the various amoeba types, biomaze and "game of life")
1566 * fixed bug with movable elements not moving after left behind by CEs
1567 * changed gravity movement to anything diggable, not only sand/base
1568 * optionally allowing passing to walkable element, not only empty space
1569 * added option "can pass to walkable element" for players
1570 * finally fixed gravity movement (hopefully)
1573 * fixed bug with movable elements not moving anymore after falling down
1576 * fixed another bug with custom elements digging and leaving elements
1577 * fixed bug with "along left/right side" and automatic start direction
1578 * trigger elements now also displayed when "more custom" deactivated
1579 * fixed bug with clipboard element initialized when loading new level
1580 * added option "drop delay" to set delay before dropping next element
1583 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1586 * added copy and paste functions for custom change pages
1587 * enhanced graphical display and functionality of tape recorder
1588 * fixed bug with custom elements digging and leaving elements
1591 * added move speed faster than "very fast" for custom elements
1592 * fixed bug with 3+3 style explosions and missing border content
1593 * fixed little bug when copying custom elements in the editor
1594 * enhanced custom element changes by more side trigger actions
1597 * added option "no scrolling when relocating" for instant teleporting
1598 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1601 * added trigger element and trigger player to use as target elements
1602 * added copy and paste functions for custom and group elements
1605 * fixed graphical bug when displaying explosion animations
1606 * fixed bug when appending to tapes, resulting in broken tapes
1607 * re-recorded a few tapes broken by fixing gravity checking bug
1610 * "can move into acid" property now for all elements independently
1611 * "can fall into acid" property for player stored in same bitfield now
1612 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1613 * version number set to 3.1.0 (finally!)
1616 * changed tape recording to only record input, not programmed actions
1619 * fixed totally broken (every 8th frame skipped) step-by-step recording
1620 * fixed bug with requester not displayed when quick-loading interrupted
1621 * added option "can fall into acid (with gravity)" for players
1622 * fixed bug with player not falling when snapping down with gravity
1625 * fixed bug which messed up key config when using keypad number keys
1628 * fixed bug which allowed moving upwards even when gravity was active
1629 * fixed bug with missing error handling when dumping levels or tapes
1632 * added different colored editor graphics for Supaplex gravity tubes
1635 * fixed bug that allowed solvable tapes for unsolvable levels
1638 * use unlimited number of droppable elements when "count" set to zero
1639 * added option to use step limit instead of time limit for level
1642 * added player and change page as trigger for custom element change
1645 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1648 * fixed bug with dark yamyam changing to acid when moving over acid
1649 * fixed handling of levels with more than 999 seconds level time
1650 (example: level 76 of "Denmine")
1653 * "spring push bug" reintroduced as configurable element property
1654 * fixed bug with missing properties for "mole"
1655 * fixed bug that showed up when fixing the above "mole" properties bug
1656 * added option "can move into acid" for all movable elements
1657 * fixed graphical bug for elements moving into acid
1658 * changed event handling to handle all pending events before going on
1661 * fixed bug which caused all CE change pages to be ignored which had
1662 the same change event, but used a different element side
1663 (reported by Simon Forsberg)
1665 * fixed bug which caused elements that can move and fall and that are
1666 transported by a conveyor belt to continue moving into that direction
1667 after leaving the conveyor belt, regardless of their own movement
1668 type; only elements which can not move are transported now
1669 (reported by Simon Forsberg)
1671 * fixed bug which could cause an array overflow in RelocatePlayer()
1672 (reported by Niko Böhm)
1674 * changed Emerald Mine style "passable / over" elements to "protected"
1675 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1677 * added new option to select from which side a "walkable/passable"
1678 element can be entered
1681 * added explosion and ignition delay for elements that can explode
1684 * fixed bug which caused player not being protected against enemies
1685 when a CE was "walkable / inside" and was not "indestructible"
1686 * added "walkable/passable" fields to be "protected/unprotected"
1687 against enemies, even if not accessible "inside" but "over/under"
1690 * corrected move pattern to 32 bit and initial move direction to 8 bit
1693 * added second custom element base configuration page
1696 * added some special EMC mappings to Emerald Mine level loader
1697 (also covering previously unknown element in level 0 of "Bondmine 8")
1700 * added option to block last field when player is moving (for Supaplex)
1701 * adjusted push delay of Supaplex elements
1702 * removed delays for envelopes etc. when replaying with maximum speed
1703 * fixed bug when dropping element on a field that just changed to empty
1706 * fixed bug: infotrons can now smash yellow disks
1707 * fixed bug: when gravity active, port above player can now be entered
1708 * removed "one white dot" mouse pointer which irritated some people
1711 * added "choice type" for group element selection
1714 * fixed bug with initial invulnerability of non-yellow player
1717 * added level loader for loading native Supaplex packed levels
1718 (including multi-part levels like the "splvls99" levels)
1721 * fixed bug which allowed creating emeralds by escaping explosions
1724 * custom elements can change (limited) or leave (unlimited) elements
1725 * finally added multiple matches using group elements
1726 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1729 * added new start movement type "previous" for continued CE movement
1730 * added new start movement type "random" for random CE movement start
1733 * added new element "sokoban_field_player" needed for Sokoban levels
1734 (thanks to Ed Booker for pointing this out!)
1737 * added elements that can be digged or left behind by custom elements
1740 * added group elements for multiple matches and random element creation
1743 * fixed some graphical errors displayed in old levels
1746 * fixed wrong double speed movement after passing closing gates
1749 * added level loader for loading native Emerald Mine levels
1752 * changes for "shooting" style CE movement
1755 * Happy New Year! ;-)
1758 * changed default snap/drop keys from left/right Shift to Control keys
1761 * fixed bug with dead player getting reanimated from custom element
1764 * fixed bug with wrong penguin graphics (when entering exit)
1767 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1770 * version number set to 3.0.9
1773 * version 3.0.8 released
1776 * added function checked_free()
1779 * fixed bug with double nut cracking sound
1780 (by eliminating "default element action sound" assignment in init.c)
1783 * fixed crash when no music info files are available
1786 * fixed boring and sleeping sounds
1789 * added "maze runner" and "maze hunter" movement types
1790 * added extended collision conditions for custom elements
1793 * added warnings for undefined token values in artwork config files
1796 * added menu entry for level set information to the info screen
1799 * fixed bug with wrong default impact sound for colored emeralds
1802 * added several sub-screens for the info screen
1803 * menu text now also clickable (not only blue/red sphere left of it)
1806 * added configurable "bored" and "sleeping" animations for the player
1807 * added "awakening" sound for player when waking up after sleeping
1810 * added "copy" and "exchange" functions for custom elements to editor
1813 * added configurable element animations for info screen
1816 * added configurable music credits for info screen
1819 * finally fixed tape recording when player is created from CE change
1822 * added "editorsetup.conf" for editor element list configuration
1825 * added "musicinfo.conf" for menu and level music configuration
1828 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1829 (that only showed up on Linux, but not on Windows systems)
1832 * fixed turning movement of butterflies and fireflies (no frame reset)
1833 * enhanced sniksnak turning movement (two steps instead of only one)
1836 * version number set to 3.0.8
1839 * version 3.0.7 released
1842 * fixed reset of player animation frame when, for example,
1843 walking, digging or collecting share the same animation
1844 * fixed CE with "deadly when touching" exploding when touching amoeba
1847 * fixed tape recording when player is created from CE element change
1850 * introduced "turning..." action graphic for elements with move delay
1851 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1852 * added turning animations for bug, spaceship and sniksnak
1855 * prevent "extended" changed elements from delay change in same frame
1858 * fixed bug when pushing element that can move away to the side
1859 (like pushing falling elements, but now with moving elements)
1862 * finally fixed serious bug in code for delayed element pushing (again)
1865 * unavailable setup options now marked as "n/a" instead of "off"
1866 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1867 to "true", levels are always played with the latest game engine,
1868 which is desired for levels that are imported from other games; all
1869 other levels are played with the engine version stored in level file
1870 (which is normally the engine version the level was created with)
1873 * fixed serious bug in code for delayed element pushing
1874 * fixed little bug in animation frame selection for pushed elements
1875 * speed-up of reading config file for verbose output
1878 * added configuration option for opening and closing Supaplex exit
1879 * added configuration option for moving up/down animation for Murphy
1880 * fixed incorrectly displayed animation for attacking dragon
1881 * fixed bug with not setting initial gravity for each new game
1882 * fixed bug with teleportation of player by custom element change
1883 * fixed bug with player not getting smashed by rock sometimes
1886 * version number set to 3.0.7
1889 * version 3.0.6 released
1892 * added support for MP3 music for SDL version through SMPEG library
1895 * fixed bug when initializing font graphic structure
1896 * fixed bug with animation mode "pingpong" when using only 1 frame
1897 * fixed bug with extended change target introduced in 3.0.5
1898 * fixed bug where passing over moving element doubles player speed
1899 * fixed bug with elements continuing to move into push direction
1900 * fixed bug with duplicated player when dropping bomb with shield on
1901 * added "switching" event for custom elements ("pressing" only once)
1902 * fixed switching bug (resetting flag when not switching but not idle)
1905 * fixed element tokens for certain file elements with ".active" etc.
1908 * version number set to 3.0.6
1911 * version 3.0.5 released
1914 * now four envelope elements available
1915 * font, background, animation and sound for envelope now configurable
1916 * main menu doors opening/closing animation type now configurable
1919 * active/inactive sides configurable for custom element changes
1920 * new movement type "move when pushed" available for custom elements
1923 * fixed bug in multiple config pages loader code that caused crashes
1926 * enhanced (remaining low-resolution) Supaplex graphics
1929 * version number set to 3.0.5
1932 * version 3.0.4 released
1934 2003-09-12 src/tools.c
1935 * fixed bug in custom definition of crumbled element graphics
1937 2003-09-11 src/files.c
1938 * fixed bug in multiple config pages code that caused crashes
1941 * version number set to 3.0.4
1944 * version 3.0.3 released
1947 * added music to Supaplex classic level set
1949 2003-09-07 src/libgame/misc.c
1950 * added support for loading various music formats through SDL_mixer
1952 2003-09-06 (various source files)
1953 * fixed several nasty bugs that may have caused crashes on some systems
1954 * added envelope content which gets displayed when collecting envelope
1955 * added multiple change event pages for custom elements
1957 2003-08-24 src/game.c
1958 * fixed problem with player animation when snapping and moving
1960 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1961 * fixed problem with flickering when drawing toon animations
1963 2003-08-23 src/libgame/sdl.c
1964 * fixed problem with setting mouse cursor in SDL version in fullscreen
1966 2003-08-23 src/game.c
1967 * fixed bug (missing array boundary check) which could crash the game
1970 * version number set to 3.0.3
1973 * version 3.0.2 released
1975 2003-08-21 src/game.c
1976 * fixed bug with creating inaccessible elements at player position
1978 2003-08-20 src/init.c
1979 * fixed bug with not finding current level artwork directory
1981 2003-08-20 src/files.c
1982 * fixed bug with choosing wrong engine version when playing tapes
1983 * fixed bug with messing up custom element properties in 3.0.0 levels
1986 * version number set to 3.0.2
1989 * version 3.0.1 released
1991 2003-08-17 (no source files affected)
1992 * changed all "classic" PCX image files with 16 colors or less to
1993 256 color (8 bit) storage format, because the Allegro game library
1994 cannot handle PCX files with less than 256 colors (contributed
1995 graphics are not affected and might look wrong in the DOS version)
1997 2003-08-16 src/init.c
1998 * fixed bug which (for example) crashed the level editor when defining
1999 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2000 (only set to default) -- invalid graphics now set to default graphic
2002 2003-08-16 src/init.c
2003 * fixed graphical bug of player digging/collecting/snapping element
2004 when no corresponding graphic/animation is defined for this action,
2005 resulting in player being drawn as EL_EMPTY (which should only be
2006 done to elements being collected, but not to the player)
2008 2003-08-16 src/game.c
2009 * fixed small graphical bug of player not totally moving into exit
2011 2003-08-16 src/libgame/setup.c
2012 * fixed bug with wrong MS-DOS 8.3 filename conversion
2014 2003-08-16 src/tools.c
2015 * fixed bug with invisible mouse cursor when pressing ESC while playing
2017 2003-08-16 (various source files)
2018 * added another 128 custom elements (disabled in editor by default)
2020 2003-08-16 src/editor.c
2021 * fixed NULL string bug causing Solaris to crash in sprintf()
2023 2003-08-16 src/screen.c
2024 * fixed drawing over scrollbar on level selection with custom fonts
2026 2003-08-15 src/game.c
2027 * cleanup of simple sounds / loop sounds / music settings
2029 2003-08-08 (various source files)
2030 * added custom element property for dropping collected elements
2032 2003-08-08 src/conf_gfx.c
2033 * fixed bug with missing graphic for active red disk bomb
2035 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2036 * extended variable "level.gravity" to "level.initial_gravity" and
2037 "game.current_gravity" to prevent level setting from being changed
2038 by playing the level (keeping the runtime value after playing)
2040 * fixed graphics bug when digging element that has 'crumbled' graphic
2041 definition, but not 'diggable' graphic definition
2044 * version number set to 3.0.1
2047 * version 3.0.0 released
2050 * various bug fixes; among others:
2051 - fixed bug with pushing spring over empty space
2052 - fixed bug with leaving tube while placing dynamite
2053 - fixed bug with explosion of smashed penguins
2054 - allow Murphy player graphic in levels with non-Supaplex elements
2058 * I have forgotten to document changes for some time
2061 * pre-release version 2.2.0rc1 released
2064 * version number set to 2.1.2
2067 * version 2.1.1 released
2070 * version number set to 2.1.1
2073 * version 2.1.0 released
2076 * version number set to 2.1.0
2078 2002-04-03 to 2002-05-19 (various source files)
2079 * graphics, sounds and music now fully configurable
2080 * bug fixed that prevented walking through tubes when gravity on
2082 2002-04-02 src/events.c, src/editor.c
2083 * Make Escape key less aggressive when playing or when editing level.
2084 This can be configured as an option in the setup menu. (Default is
2085 "less aggressive" which means "ask user if something can be lost"
2086 when pressing the Escape key.)
2088 2002-04-02 src/screen.c
2089 * Added "graphics setup" screen.
2091 2002-04-01 src/screen.c
2092 * Changed "choose level" setup screen stuff to be more generic (to
2093 make it easier to add more "choose from generic tree" setup screens).
2095 2002-04-01 src/config.c, src/timestamp.h
2096 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2097 automatically gets created by "src/Makefile" and contains an actual
2098 compile-time timestamp to identify development versions of the game).
2100 2002-03-31 src/tape.c, src/events.c
2101 * Added quick game/tape save/load functions to tape stuff which can be
2102 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2103 loads previously recorded tape and directly goes into recording mode
2104 from the end of the tape (therefore appending to the tape).
2106 2002-03-31 src/tape.c
2107 * Added "index mark" function to tape recorder. When playing or
2108 recording, "eject" button changes to "index" button. Setting index
2109 mark is not yet implemented, but pressing index button when playing
2110 allows very quick advancing to end of tape (when normal playing),
2111 very fast forward mode (when playing with normal fast forward) or
2112 very fast reaching of "pause before end of tape" (when playing with
2113 "pause before end" playing mode).
2115 2002-03-30 src/cartoons.c
2116 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2118 2002-03-29 src/screen.c
2119 * Changed setup screen stuff to be more generic (to make it easier
2120 to add more setup screens).
2122 2002-03-23 src/main.c, src/main.h
2123 * Various changes due to the introduction of the new libgame files
2124 "setup.c" and "joystick.c".
2126 2002-03-23 src/files.c
2127 * Generic parts of "src/files.c" (mainly setup and level directory
2128 stuff) moved to new libgame file "src/libgame/setup.c".
2130 2002-03-23 src/joystick.c
2131 * File "src/joystick.c" moved to libgame source tree, with
2132 correspondig changes.
2134 2002-03-22 src/screens.c
2135 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2136 (Wrong level series information displayed when entering main group.)
2138 2002-03-22 src/editor.c
2139 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2141 2002-03-22 src/editor.c
2142 * Changed behaviour of "Escape" key in level editor to be more
2143 intuitive: When in "Element Properties" or "Level Info" mode,
2144 return to "Drawing Mode" instead of leaving the level editor.
2146 2002-03-21 src/game.c, src/editor.c, src/files.c
2147 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2148 gems (emeralds, diamonds, ...) slipping down from normal wall,
2149 steel wall and growing wall (as in E.M.C. style levels). Although
2150 the behaviour of contributed and private levels wasn't changed (due
2151 to the use of "level.game_version"; see previous entry), editing
2152 those levels will (of course) change the behaviour accordingly.
2154 This change seems a bit too hard after thinking about it, because
2155 the EM style behaviour is not the "expected" behaviour (gems would
2156 normally only slip down from "rounded" walls). Therefore this was
2157 now changed to an element property for gem style elements, with the
2158 default setting "off" (which means: no special EM style behaviour).
2159 To fix older converted levels, this flag is set to "on" for pre-2.0
2160 levels that are neither contributed nor private levels.
2162 2002-03-20 src/files.h
2163 * Corrected settings for "level.game_version" depending of level type.
2164 (Contributed and private levels always get played with game engine
2165 version they were created with, while converted levels always get
2166 played with the most recent version of the game engine, to let new
2167 corrections of the emulation behaviour take effect.)
2169 2002-03-20 src/main.h
2170 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2171 compiling the SDL version on some systems.
2172 Thanks to the several people who pointed this out.
2175 * Version number set to 2.0.2.
2178 * Version 2.0.1 released.
2180 2002-03-18 src/screens.c
2181 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2183 2002-03-18 src/files.c [src/libgame/misc.c]
2184 * Moved some common functions from src/files.c to src/libgame/misc.c.
2186 2002-03-18 src/files.c [src/libgame/misc.c]
2187 * Changed permissions for new directories and saved files (especially
2188 score files) according to suggestions of Debian users and mantainers.
2189 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2191 2002-03-17 src/files.c
2192 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2193 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2194 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2195 for levels and "TAPE" for tapes). Old "cookie" style format is
2196 still supported for reading. New level and tape files are written
2199 * New IFF chunk "VERS" contains version numbers for file and game
2200 (where "game version" is the version of the program that wrote the
2201 file, and "file version" is a version number to distinguish files
2202 with different format, for example after adding new features).
2204 2002-03-15 src/screen.c
2205 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2206 (Before, you heard a mixture of the in-game music and the
2207 hall-of-fame music.)
2209 2002-03-14 src/events.c
2210 * Function "DumpTape()" (files.c) now available by pressing 't' from
2211 main menu (when in DEBUG mode).
2213 2002-03-14 src/game.c
2214 * "GameWon()": When game was won playing a tape, now there is no delay
2215 raising the score and no corresponding sound is played.
2217 2002-03-14 src/files.c
2218 * Changed "LoadTape()" for real chunk support and also adjusted
2219 "SaveTape()" accordingly.
2221 2002-03-14 src/game.c, src/tape.c, src/files.c
2222 * Important changes to tape format: The old tape format stored all
2223 actions with a real effect with a corresponding delay between the
2224 stored actions. This had some major disadvantages (for example,
2225 push delays had to be ignored, pressing a button for some seconds
2226 mutated to several single button presses because of the non-action
2227 delays between two action frames etc.). The new tape format just
2228 stupidly records all device actions and replays them later. I really
2229 don't know why I haven't solved it that way before?! Old-style tapes
2230 (with tape file version less than 2.0) get converted to the new
2231 format on-the-fly when loading and can therefore still be played;
2232 only some minor parts of the old-style tape handling code was needed.
2233 (A perfect conversion is not possible, because there is information
2234 missing about the device actions between two action frames.)
2236 2002-03-14 src/files.c
2237 * New function "DumpTape()" to dump the contents of the current tape
2238 in a human readable format.
2240 2002-03-14 src/game.c
2241 * Small tape bug fixed: When automatically advancing to next level
2242 after a game was won, the tape from the previous level still was
2243 loaded as a tape for the new level.
2245 2002-03-14 src/tape.c
2246 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2247 tape, cartoons did not get completely removed because
2248 StopAnimation() was not called.
2250 2002-03-13 src/files.c
2251 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2252 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2253 size even when using 16-bit elements). Added new chunk "CNT2" for
2254 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2255 chunk even when content was 16-bit element). "CNT2" should now be
2256 able to store content for arbitrary elements (up to eight blocks of
2257 3 x 3 element arrays). All "CNT2" elements will always be stored as
2258 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2260 2002-03-13 src/files.c
2261 * Changed "LoadLevel()" for real chunk support.
2263 2002-03-12 src/game.c
2264 * Fixed problem (introduced after 2.0.0 release) with penguins
2265 not getting killed by enemies
2267 2002-02-24 src/game.c, src/main.h
2268 * Added "player->is_moving"; now "player->last_move_dir" does
2269 not contain any information if the player is just moving at
2271 Before, "player->last_move_dir" was misused for this purpose
2272 for the robot stuff (robots don't kill players when they are
2273 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2274 broke tapes when walking through pipes!
2275 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2276 in a continuous movement. This fact is ignored for friends and