2 * added level selection screen (when clicking on main menu level number)
5 * added alternative game mode for playing with half size playfield tiles
6 * fixed another memory violation bug in the native Supaplex game engine
7 (this potential memory bug was also in the original Megaplex code, but
8 apparently only occured under rare conditions triggered by using the
9 additional added preceding playfield memory area to make a few strange
10 levels using dirty off-playfield tricks (bugs) like "12s033.sp" also
11 solvable (this all worked fine in the classic DOS version, of course))
14 * added graphics performance optimization to native Supaplex game engine
15 * fixed bug with accidentally removing preceding buffer in SP engine
16 * moved some editor graphics from "RocksDoor.pcx" to "RocksMore.pcx"
17 (to prevent compatibility mapping of these newer graphics to older
18 (custom) versions of "RocksDoor.pcx" which did not contain them yet)
21 * added separately configurable game panel background to graphics config
22 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
25 * added tape panel graphics and screen positions to graphics config
28 * added compatibility stuff for redefined "global.door" (which affects
29 all parts of that image that have their own graphics definition now)
32 * added sound button graphics to graphics config
35 * added tape button graphics and screen positions to graphics config
38 * improved single step mode in R'n'D, EM and SP engines
41 * version number set to 3.3.0.2
44 * version 3.3.0.1 released
47 * added configurable key shortcuts for snap+direction player actions
48 (probably most useful for recording tool-assisted speedrun (TAS)
49 tapes using the single-step mode of the tape recorder)
52 * version number set to 3.3.0.1
55 * version 3.3.0.0 released
58 * fixed missing memory allocation in SP engine when saving engine data
59 for non-SP game engine snapshots (which also stores SP engine part)
62 * fixed problem with scrolling in native EM engine in multi-user mode
63 (this bug was just introduced with the experimental viewport stuff)
64 * fixed animation of splashing acid in EM engine with classic artwork
65 * fixed animation of cracking nut in EM engine with classic artwork
66 * fixed (implemented) single step mode in native EM and SP engines
67 * fixed "latest_engine" flag in classic levels (moved to single sets)
68 * updated SDL library DLLs for Windows to the latest release versions
69 (this fixed some mysterious crashes of the game on Windows systems)
70 * replaced EM and SP set in classic level set with native level files
71 * finally added a newly written "CREDITS" file to the game package
72 * removed sampled music loops from classic music set
75 * changed native Emerald Mine engine to support different viewport sizes
78 * changed native Supaplex engine to support different viewport sizes
81 * added initial, experimental support for different viewport properties
82 (with "viewports" being menu/playfield area and doors; currently the
83 size of the menu/playfield area and door positions can be redefined)
86 * added initial, experimental support for different window sizes
89 * added support for native Sokoban solution files in pure 'udlrUDLR'
90 format with extension ".sln" instead of ".tape" for solution tapes
93 * added image config suffix ".class" to be able to define classes of
94 crumbled elements which are then separated against each others when
95 drawing crumbled borders (class names can freely be defined)
96 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
97 emc_grass" results in sand and emc_grass being crumbled separately,
98 even if directly adjacent on the playfield.)
99 * added image config suffix ".style" to use two new features for
101 - "accurate_borders": try to draw correctly crumbled corners (which
102 means that a row of crumbled elements does not have two crumbled
103 corners for each element in the row, but only at the "real" corners
104 at the start and the end of the row of elements)
105 - "inner_corners": also draw inner corners in concave constructions
106 of several crumbled elements -- this is currently a big kludge: the
107 number of frames for crumbled graphic must be "2", with the first
108 frame as usual (crumbled graphic), while the second frame contains
109 the graphic with inner (crumbled) corners for the crumbled graphic
110 (These two features are mainly intended for bevelled walls, not for
111 diggable elements like sand; "inner_corners" only works reliably for
112 static walls, not for in-game dynamically changing walls using CEs.)
115 * finished code cleanup of native Supaplex game engine
118 * started code cleanup of native Supaplex game engine
121 * integrated playing sound effects into native Supaplex game engine
124 * added configurable key shortcuts for the tape recorder buttons
127 * added (hidden) function to save native Supaplex levels with tape as
128 native *.sp file containing level with demo (saved with a file name
129 similar to native R'n'D levels, but with ".sp" extension instead of
130 ".level"); to use this functionality, enter ":save-native-level" or
131 ":snl" from the main menu with the native Supaplex level loaded and
132 the appropriate tape loaded to the tape recorder
133 * fixed potential crash bug caused by illegal array access in engine
134 snapshot loading and saving code
135 * changed setting permissions of score files to be world-writable if
136 the program is not installed and running setgid to allow the program
137 to modify existing score files when run as a different user (which
138 allows cheating, of course, as the score files are not protected
139 against modification in this case)
140 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
141 the top level Makefile for Debian / Ubuntu installations
142 * added saving read-only levels from editor into personal level set
143 (thanks to Bela Lubkin for the above four patches)
146 * added updating of game values on the panel to Supaplex game engine
149 * finished integrating R'n'D graphics engine into Supaplex game engine
150 (although some animations do not support full customizability yet)
153 * done integrating R'n'D graphics engine into file "Infotron.c"
154 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
157 * integrated engine snapshot functionality into Supaplex game engine
160 * fixed bug in native Supaplex engine that broke several demo solutions
161 * fixed bug with re-initializing already existing elements in function
162 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
163 counted a second time, making the currently playing level unsolvable)
164 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
165 * done integrating R'n'D graphics engine into file "Electrons.c"
166 * done integrating R'n'D graphics engine into file "Zonk.c"
169 * done integrating R'n'D graphics engine into file "Murphy.c"
170 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
173 * started integrating R'n'D graphics engine into Supaplex game engine
176 * added small kludge that allows transparent pushing animation over
177 non-black background (by using "game.use_masked_pushing: true")
178 * added editor flag to Sokoban field/object elements to automatically
179 finish solved Sokoban style levels (even if they contain non-Sokoban
180 elements, which prevents auto-enabling this feature for such levels)
183 * added new element "from_level_template" which is replaced by element
184 from level template at same playfield position when loaded (currently
185 not accessible from level editor, but only used for special Sokoban
186 level conversion when using "special_flags: load_xsb_to_ces")
187 * added special behaviour for "special_flags: load_xsb_to_ces": global
188 settings of individual level files are overwritten by template level
189 (except playfield size, level name, level author and template flag)
192 * added handling of gravity ports when converting Supaplex style R'n'D
193 levels to native Supaplex levels for playing with Supaplex engine
196 * fixed bug in Supaplex engine regarding initial screen scroll position
199 * fixed EMC style pushing animations in the R'n'D graphics engine (when
200 using ".2nd_movement_tile" for animations having start and end tile)
201 * for this to work (look) properly for two-tile pushing animations with
202 non-black (i.e. opaque) background, the pushing graphics drawing order
203 was changed to first draw the pushed element, then the player (maybe
204 this should be controlled by an ".anim_mode" flag yet to be added)
205 * two-tile animations for moving or pushing should have 7 frames for
206 normal speed, 15 frames for half speed etc. to display correct frames
207 * two-tile animations are also displayed correctly with different speed
208 settings for the player (for pushing animations) or moving elements
211 * added searching for template level (file "template.level") not only
212 inside the level set directory, but also in above level directories;
213 this makes is possible to use the same single template level file
214 (placed in a level group directory) for many level sub-directories
217 * fixed bug with steel exit being destructible during opening phase
218 * added token "special_flags" to "levelinfo.conf" (currently with the
219 only recognized value "load_xsb_to_ces", doing the same as the flag
220 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
221 converting all elements in native (XSB) Sokoban level files to CEs)
224 * fixed some problems with Supaplex engine when compiling for Windows
227 * added special mode to convert elements of Sokoban XSB levels to CEs
228 by adding "-Dload_xsb_to_ces" to the command line starting the game
229 (also adding a dependency to a template level file "template.level")
232 * added reading native Sokoban levels and level packages (XSB files)
235 * fixed bugs in (auto)scrolling behaviour when passing ports or when
236 wrapping around the playfield through "holes" in the playfield border
239 * changed internal playfield bitmap handling from playfield sized bitmap
240 to screen sized bitmap (visible scrolling area), therefore speeding up
241 graphics operations (by eliminating bitmap updates in invisible areas)
242 and removing playfield size limitations due to increasing bitmap size
243 for larger playfield sizes (while the new implementation always uses
244 a fixed playfield bitmap size for arbitrary internal playfield sizes)
247 * fixed bug with single step mode (there were some cases where the game
248 did not automatically return to pause mode, e.g. when trying to push
249 things that cannot be pushed or when trying to run against a wall)
252 * added support for loading Supaplex levels in MPX level file format
255 * fixed SP engine to set "game over" not before lead out counter done
258 * fixed (potential) compile error when using GCC option "-std=gnu99"
259 (thanks to Tom "spot" Callaway)
262 * fixed array allocation in native Supaplex engine to correctly handle
263 preceding scratch buffers (needed because of missing border checking)
264 * fixed playfield initialization to correctly add raw header bytes as
265 subsequent scratch buffer (needed because of missing border checking)
268 * most important parts of native Supaplex engine integration working:
269 - native Supaplex levels can be played in native Supaplex engine
270 - native Supaplex level/demo files ("*.sp" files) can be re-played
271 - all 111 classic original Supaplex levels automatically solvable
272 - native Supaplex engine can be selected and used from level editor
273 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
276 * fixed another translation problem from VisualBasic to C (where "int"
277 should be "short") causing unsolvable demos with bugs and terminals
278 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
281 * fixed bug when reading Supaplex single level files (preventing loader
282 from seeking to level position like in Supaplex level package files)
285 * first classic Supaplex level running and solved by solution/demo tape
288 * started with integration of native Supaplex engine, using source code
289 of Megaplex from Frank Schindler, based on original Supaplex engine
292 * version number set to 3.2.6.2
295 * version 3.2.6.1 released
298 * fixed bug with element_info[e].gfx_element not being initialized in
299 early game stage, causing native graphics in EMC level sets to be
300 mapped completely to EL_EMPTY (causing a blank screen when playing)
301 (this only happened when starting the program with an EMC set with
302 native graphics, but not when switching to such a set at runtime)
305 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
306 and using self-compiled, patched SDL.dll that solves this problem
307 (interim solution until release of SDL 1.2.14 that should fix this)
310 * extended backwards compatibility mode to allow already fixed bug with
311 change actions (see "2008-02-05") for existing levels (especially the
312 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
315 * reactivated workaround to prevent program crashes due to blitting to
316 the same SDL surface that apparently only occurs on Windows systems
317 (this is no final solution; this problem needs further investigation)
320 * version number set to 3.2.6.1
323 * version 3.2.6.0 released
326 * fixed behaviour of player option "no centering when relocating" which
327 was incorrect when disabled and relocation target inside visible area
328 and "no scrolling when relocating" enabled at the same time
331 * fixed problems with re-mapping players on playfield to input devices:
332 previously, players found on the level playfield were changed to the
333 players connected to input devices (for example, player 3 in the level
334 was changed to player 1 (using artwork of player 3, to be able to use
335 a player with a different color)); this had the disadvantage that CE
336 conditions using player elements did not work (because the players in
337 the level definition are different to those effectively used in-game);
338 the new system uses the same player elements as defined in the level
339 playfield and re-maps the input devices of connected players to the
340 corresponding player elements when playing the level (in the above
341 example, player 3 now really exists in the game and is moved using the
342 events from input device 1); level tapes still store the events from
343 input devices 1 to 4, which are then re-mapped to players accordingly
344 when re-playing the tape (just as it is done when playing the level)
347 * fixed bug with player relocation while the player switches an element
350 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
351 not walkable (and did not let the player enter) when in process of
352 opening, but not fully open yet (which can cause the player not being
353 able to enter the exit in EM/DC style levels in time)
356 * fixed some bugs regarding the new level/CE random seed reset options
359 * moved "level settings" and "editor settings" to two tabbed screens in
360 level editor to gain space for additional level property settings
361 * added level setting to start a level with always the same random seed
362 * added CE action "set random seed" to re-initialize random seed in game
363 (this is the only CE action that gets executed before the CE changes,
364 which is needed to use the newly set random seed during the CE change)
367 * fixed redraw problem of special editor door when playing from editor
370 * fixed initialization of gfx_element for level sketch image creation
373 * added switch for EM style dynamite "[ ] explodes with chain reaction"
374 (with default set to "on" for existing levels, but "off" for all new
375 levels), as EM style dynamite does not chain-explode in original EM
378 * added optional initial inventory for players (pre-collected elements)
379 * added change page actions "set player inventory" and "set CE artwork"
380 * added recognition of "player" parameter on change pages when player
381 actions are defined, but no trigger player in corresponding condition
382 (this resulted in actions that only affected the first player before)
383 * fixed bug with change actions being executed for newly created custom
384 elements resulting from custom element changes, when the intention was
385 only to check for change actions for the previous custom element
388 * changed design and size of element drawing area in level editor
389 * added "element used as action parameter" to element change actions
392 * added possibility to reanimate player immediately after his death
393 (for example, by "change to <player> when explosion of <player>")
396 * fixed bug with "gray" white door not being uncovered by magnifier
397 * added score for collecting (any) key to the white key config page
400 * added condition "deadly when <getting hit by>" for custom elements
401 that behaves a bit like the existing "deadly when <colliding with>",
402 but with the following differences:
403 - it only kills players or friends when it was moving before it hits
404 - it does not kill players or friends that try to run into it
407 * fixed the following change conditions where a player element is used
408 as the "element that is triggering the custom element change":
411 - explosion of <element>
413 (the last two conditions already worked partially, but only for the
414 first player, and not for the "Murphy" player when using "move of")
417 * fixed crash bug caused by accessing invalid element (with value -1)
418 in UpdateGameControlValues()
419 * fixed graphical bug when using two-tile movement animations with EMC
420 game engine without explicitly using native EMC graphics engine
423 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
424 try to push something (due to push delay) does not cause a dig action
427 * fixed bug with reference elements used as trigger elements on custom
428 element change pages not being recognized
429 * fixed bug with reference elements not being removed from the playfield
430 * added engine functionality that allows custom elements that "can dig"
431 other elements not only to do so when moving by themselves, but also
432 when being pushed by the player (therefore adding the functionality to
433 push one element over another element, replacing it with the new one)
436 * added command line function to write level sketch images to directory
439 * merged override and auto-override options into new override options
440 with a new data type than can take the values "no", "yes" and "auto"
443 * fixed growing steel wall to also leave behind steel wall instead of
444 normal, destructible wall
445 * fixed handling of rocks falling through stacks of quicksand with
446 different speed (before, the rocks just got stuck in the quicksand)
449 * fixed nasty bug with auto-override and normal override not working on
450 program startup (especially when current level set has custom artwork)
453 * version 3.2.5 released as special edition "R'n'D jue"
456 * fixed X11 crash bug when blitting masked title screens over background
459 * changed build system to support special editions (like "R'n'D jue")
460 * added (hardcoded) loading graphics for "R'n'D jue" special edition
461 * fixed X11 crash bug when scaling images with width/height less than 32
464 * added "background.PLAYING" (only visible as two-pixel border in game)
465 * added default level set for first start of special R'n'D version
466 * changed door animations for editor always behaving like "quick doors"
469 * added new custom artwork setup option "auto-override non-CE sets" for
470 automatic artwork override that is only used for level sets without
471 custom element artwork (as it does not make much sense to override
472 any artwork that redefines custom element artwork for sets using CEs)
473 * fixed default artwork for "special" R'n'D versions always using the
474 "classic" artwork as the base if base artwork is not explicitly
475 defined in "levelinfo.conf", regardless of different default artwork
476 used by the special R'n'D version -- this is needed because any such
477 custom artwork is designed using the "classic" artwork definitions as
478 the base (including menu definitions and screen positions etc., which
479 would otherwise be taken from the different special default artwork)
482 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
483 for both EMC and R'n'D graphics engine (heavy workarounds needed due
484 to massively broken handling of quicksand in R'n'D game engine)
485 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
486 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
489 * fixed small bug in toon drawing (introduced when fixing the crash bug)
492 * added graphics definition "game.panel.highscore" to display the
493 current levels current high score in the game panel
496 * version number set to 3.2.5
499 * version 3.2.4 released
502 * fixed crash bug in toon drawing functions for large step offset values
505 * fixed some problems with displaying game panel when quick-loading tape
508 * fixed (experimental only) redrawing of every tile per frame (even if
509 unneeded) for the extended (R'n'D based) EMC graphics engine
510 * added optimization to only calculate element count for panel display
511 if really needed (that is, if element count values defined on panel)
512 * fixed problem with special editor door redraw when entering main menu
515 * fixed bug with displaying background for title messages on info screen
516 * some code cleanup for the extended (R'n'D based) EMC graphics engine
519 * fixed bug with CE action "move player" always resulting in player 4
520 if there was a CE action with no trigger player (because the player
521 element was calculated by using log_2() from trigger player bits with
522 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
523 triggering player bit mask and handling all players in "move player"
524 * fixed bug when defined artwork cannot be found for artwork that has
525 default artwork cloned from other artwork (without default filename)
526 * added several fixes to the extended (R'n'D based) EMC graphics engine
529 * fixed broken editor copy and paste for custom elements between levels
532 * title messages are now also searched in graphics artwork directory;
533 those found in graphics directory have precendence over those found
534 in level directory -- this handles title messages stored in graphics
535 directories as part of the artwork set, just like title images; this
536 makes sense, as corresponding special font definitions for messages
537 are usually defined in the same graphics artwork directory, and also
538 because title images and title messages that are combined in a level
539 set introduction should usually not be separated when the level set
540 is used with a different artwork set (e.g. using "override graphics")
541 * fixed problem with door borders on main screen by first drawing doors
542 and then the corresponding border masks, but not vice versa
543 * fixed problem with artwork config entries using the value "[DEFAULT]";
544 this does not what one might expect, but sets the value to an invalid
545 value -- solution: simply ignore such entries, which results in this
546 value keeping its previous (real) default value (in general, entries
547 that should use their default value should just not be defined here)
548 * fixed problem with wrong fading area size from main menu to setup menu
551 * fixed problem with broken crumbled graphics after level set changes
552 when using R'n'D custom artwork with level sets using the EMC engine
555 * fixed invisible "joysticks deactivated ..." text on setup input screen
558 * added use of hashes created from static lists (element tokens, image
559 config, font tokens) to speed up lookup of configuration parameters
560 * fixed bug where element and graphic config token lookup was mixed up
563 * added "busy" animation when initializing program and loading artwork
564 * added initialization profiling for program startup (debugging only)
567 * fixed(?) very strange bug apparently triggered by memset() when code
568 was cross-compiled with MinGW cross-compiler for Windows XP platform
569 (this only happened when using SDL.dll also self-compiled with MinGW)
572 * added graphics engine directive "border.draw_masked_when_fading" that
573 enables/disables drawing of border mask over screen that is just faded
576 * fixed small problem with separate fading definition for game screen
579 * added additional configuration directives for setup screen draw offset
580 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
581 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
582 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
583 used to define draw offset on custom artwork selection screens and
584 "CHOOSE_OTHER" is used on all other list style selection screens, like
585 choosing game speed or screen mode for fullscreen mode)
586 * added additional configuration directives to define main menu buttons:
587 - menu.button_name and menu.button_name.active
588 - menu.button_levels and menu.button_levels.active
589 - menu.button_scores and menu.button_scores.active
590 - menu.button_editor and menu.button_editor.active
591 - menu.button_info and menu.button_info.active
592 - menu.button_game and menu.button_game.active
593 - menu.button_setup and menu.button_setup.active
594 - menu.button_quit and menu.button_quit.active
595 * added eight pure decoration graphic definitions for the game panel
598 * added support for accessing native Diamond Caves II level packages
599 * fixed displaying of game panel values for Emerald Mine game engine
600 * fixed displaying end-of-level time and score values on new game panel
603 * added game panel control to display arbitrary elements on game panel
604 * added game panel control to display custom element score (globally
605 unique for identical custom elements) either as value or as element
606 * added ".draw_masked" and ".draw_order" to game panel control drawing
609 * fixed some general bugs with handling of ".active" elements and fonts
612 * cleanup of game panel elements (some elements were not really needed)
613 * added displaying of gravity state (on/off) as new game panel control
614 * added animation for game panel elements (similar to game elements)
617 * added new pseudo game mode "PANEL" to define panel fonts and graphics
618 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
619 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
620 (else graphics would have to use ".PLAYING", which would be confusing)
621 * fixed bug when fading out to game screen with border mask defined
624 * added attribute ".tile_size" for element style game panel controls
627 * added <space> key as additional valid key to use for confirm requester
630 * improved menu fading, adding separate fading definitions for entering
631 and leaving a "content" screen (in general), and optional definitions
632 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
635 * added (currently invisible) setup option to define scroll delay value
636 * fixed small bug in priority handling when auto-detecting level start
637 position in levels without player element (but player from CE etc.)
638 * added option "game.forced_scroll_delay_value" to override user choice
639 of scroll delay value for certain level sets with "graphicsinfo.conf"
640 * replaced setup option "scroll delay: on/off" by new setup option that
641 directly allows selecting the desired scroll delay value from 0 to 8
644 * added displaying of most game panel control elements (not animated)
647 * added new configuration directives to display additional game engine
648 values on the game control panel, like the following examples:
649 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
650 - game.panel.penguins - number of penguins to rescue
651 - game.panel.level_name - level name of current level
654 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
657 * added new player option "no centering when relocating" for "invisible"
658 teleportations to level areas that look exactly the same, giving the
659 illusion that the player did not relocate at all (this was the default
660 since 3.2.3, but caused visual problems with room creation in "Zelda")
661 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
664 * improved menu fading, adding separate fading definitions for entering
665 and leaving a menu and for fading between menu and "content" screens
666 * fixed small bug with recognizing also ".font_xyz" style definitions
669 * improved menu fading, adding separate fading definitions for fading
670 between menu screens and fading between menu and "destination" screens
673 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
674 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
675 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
676 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
678 * improved title fading, allowing fading animation types "none", "fade"
679 and "crossfade" (including cross-fading of last title to main menu)
682 * added configurability of graphics, sounds and music for title screens,
683 which are separated into initial title screens (only shown once at
684 program startup) and title screens shown for a given level set; these
685 title screens can be composed of up to five title images and up to
686 five title text messages (each drawn using an optional background
687 image), also using background music and/or sounds; aspects like
688 background images, sounds and music of title screens can either be
689 defined generally (valid for all title screens) or specifically (and
690 therefore differently for each title screen) using these directives:
692 to define a background image, sound or music file for all screens:
693 - background.TITLE_INITIAL (for all title screens for game startup)
694 - background.TITLE (for all title screens for level sets)
696 to define a background image, sound or music file for a single screen:
697 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
698 - background.titlescreen_x (with x in 1,2,3,4,5)
699 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
700 - background.titlemessage_x (with x in 1,2,3,4,5)
702 to define the title screen images:
703 - titlescreen_initial_x (with x in 1,2,3,4,5)
704 - titlescreen_x (with x in 1,2,3,4,5)
706 to define the title text messages, place text files into the level set
707 directory that have the following file names:
708 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
709 - titlemessage_x.txt (with x in 1,2,3,4,5)
711 to define the properties of the text messages, either use directives
712 that affect all text messages:
713 - [titlemessage_initial].<suffix>
714 - [titlemessage].<suffix>
715 or use directives that affect single text messages:
716 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
717 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
719 valid values for <suffix> are the same as for readme.<suffix> below;
720 use ".sort_priority" (default: 0) to define an arbitrary order for
721 title images and title messages (which can therefore be mixed)
724 * added full configurability of "readme.txt" screen appearance:
725 - readme.x: <left position used with alignment>
726 - readme.y: <top position>
727 - readme.width: <maximim text width in pixels>
728 - readme.height: <maximum text height in pixels>
729 - readme.chars: <maximum number of chars per line>
730 - readme.lines: <maximum number of lines displayed>
731 - readme.align: left,center,right (default: center)
732 - readme.top: top,middle,bottom (default: top)
733 - readme.font: font name
734 - readme.autowrap: true,false (default: true)
735 - readme.centered: true,false (default: false)
736 - readme.parse_comments: true,false (default: true)
737 - readme.sort_priority: (not used here, but only for title screens)
738 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
739 default), they are automatically determined from "readme.width" and
740 "readme.height" accordingly; when they are not "-1", they have
741 precedence over "readme.width" and "readme.height"
742 * added internal ad-hoc config settings for displaying text files like
743 title messages or "readme.txt" style level set info files:
744 - .font: font name (default: readme.font)
745 - .autowrap: true,false (default: readme.autowrap)
746 - .centered: true,false (default: readme.centered)
747 - .parse_comments: true,false (default: readme.parse_comments)
748 (the leading '.' and the separating ':' are mandatory here); to use
749 these ad-hoc settings, they have to be written inside a comment, like
750 "# .autowrap: false" or "# .centered: true"; these settings then
751 override the above global settings (they can even be used more than
752 once, like "# .centered: true", then some text that should be drawn
753 centered, then "# .centered: false" to go back to non-centered text;
754 important note: after using "# .parse_comments: false", or when using
755 "readme.parse_comments: false", detecting and parsing comments inside
756 the file is disabled and comments are just printed like normal text;
757 also be aware that all automatic text size calculations are done with
758 the font defined in "readme.font", while using different fonts using
759 "# .font: <font>" inside the text file may cause unexpected results
762 * changed some numerical limits in the level editor from 255 to 999
765 * added option "system.sdl_videodriver" to select SDL video driver
766 * added output of SDL video and audio driver to "version info" page
769 * added group element drawing to IntelliDraw drawing functions
770 * fixed animation resetting problem again (last try broke Snake Bite)
771 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
774 * added new (special) "include: <filename>" directive that works in all
775 configuration files (like "graphicsinfo.conf") and that has the same
776 effect as if that directive would be replaced with the content of the
777 specified file (this can be useful to split large configuration files
778 into several smaller ones and include them from one main file, or to
779 store configuration settings that always stay the same into a separate
780 file, while including it and only add those parts that really change)
783 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
786 * fixed bug in "InitMovingField()" where treating an integer array as
787 boolean caused wrong resetting of animations while elements are moving
788 * fixed problem with resetting animations when starting element change
791 * added sort priority for order of title screens and title messages
794 * changed end of game again: do not wait for the user to press a key
795 anymore, but directly ask/confirm tape saving and go to hall of fame
796 * re-enabled quitting of lost game by pressing space or return again
797 * added blanking of mouse pointer when displaying title screens
798 * added remaining menu draw offset definitions for info sub-screens
801 * added setup option to select game speed (from very slow to very fast)
802 * improved handling of title text messages (initial and for level set)
805 * added new options "auto-wrap" and "centered" for DC2 style envelopes
808 * fixed displaying and typing of player name when it is centered
809 * added special characters to be allowed for player name (not only A-Z)
812 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
813 (newer versions of the SDL library seem to not like this anymore)
816 * added code for configuration directives for control of game panel
819 * fixed small cosmetical bug with underlining property tabs in editor
822 * fixed small drawing bug in X11FadeRectangle
823 * added new elements for newly supported Diamond Caves II levels:
824 - EM/DC style exits that disappear after passing
825 - white key and gate (one white key needed for each white gate)
826 - fake gate (there is no key to open/pass this kind of gate!)
827 - extended magic wall which also handles pearls and crystals
831 * changed maximum value for endless loop detection to a higher value
832 (some levels really used very deep recursion without being endless)
835 * added new elements for newly supported Diamond Caves II levels:
836 - growing steel walls
837 - snappable land mine
840 * added new elements for newly supported Diamond Caves II levels:
841 - steel text elements
844 * added level file loader for native Diamond Caves II levels
847 * version number set to 3.2.4
850 * version 3.2.3 released
853 * fixed malloc/free bug when updating EMC artwork entries in level list
854 * added workaround (warning and request to quit the current game) when
855 changing elements cause endless recursion loop (which would otherwise
856 freeze the game, causing a crash-like program exit on some systems)
859 * fixed nasty string overflow bug when entering too long envelope text
862 * added feedback sounds for menu navigation "menu.item.activating" and
863 "menu.item.selecting" (for highlighting and executing menu entries)
866 * improved "no scrolling when relocating" to also consider scroll delay
867 (meaning that the player is not automatically centered in this case;
868 this makes it possible to "invisibly" relocate the player to a region
869 of the level playfield which looks the same as the old level region)
870 * fixed bug with not recognizing "main.input.name.align" when active
873 * fixed bug with displaying masked borders over title screens when
874 screen fading is disabled
877 * fixed infinite loop / crash bug when killing the player while having
878 a CE with the setting "kill player X when explosion of <player X>"
879 * added special editor graphic for "char_space" to distinguish it from
880 "empty_space" when editing a level (in-game graphics still the same)
883 * fixed nasty bug with initialization only done for the first player
886 * small change to handle loading empty element/content list micro chunks
889 * uploaded pre-release (test) version 3.2.3-0 binary and source code
892 * some optimizations on startup speed by reducing initial text output
895 * added caching of custom artwork information for faster startup times
898 * fixed graphical bug when using fewer menu entries on level selection
899 screen than usual (with "menu.list_size.LEVELS" directive)
900 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
901 the backbuffer to the backbuffer by error (with identical rectangle)
904 * fixed bug when displaying titlescreen with size less than element tile
905 * fixed bug that caused elements with "change when digging <e>" event
906 to change for _every_ digged element, not only those specified in <e>
907 * fixed bug that caused impact style collision when dropping element one
908 tile over the player that can both fall down and smash players
909 * fixed bug that caused impact style collision when element changed to
910 falling/smashing element over the player immediately after movement
913 * fixed bug that allowed making engine snapshots from the level editor
916 * fixed bugs with player name and current level positions on main screen
919 * added configuration directives for control of title screens:
920 - "title.fade_delay" for fading time
921 - "title.post_delay" for pause between screens (when not crossfading)
922 - "title.auto_delay" to automatically continue after some time
923 these settings can each be overridden by specifying them with titles:
924 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
925 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
926 fading mode can also be specified:
927 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
928 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
929 default is using normal fading for menues and initial title screens,
930 while using cross-fading for level set title screens
931 * fixed bug with background not drawn in Hall of Fame after game was won
934 * added configuration directives for the remaining main menu items
937 * added additional configuration directives for info screen draw offset:
938 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
939 * added additional configuration directives for preview info text
940 * limited mouse wheel sensitive screen area to scrollable screen area
943 * added highlighted menu text entries to menu navigation when selected
946 * fixed bug that prevented player from correctly being created in the
947 top left corner by a custom element change in a level without player
948 * fixed bug that prevented player from being killed when indestructible,
949 non-walkable element is placed on player position by extended change
950 * added configurable menu button, text and input positions to main menu
953 * added page fading effects for remaining info sub-screens
954 * fixed small bug that caused some delays when answering door request
957 * added directives "border.draw_masked.*" for menu/playfield area and
958 door areas to display overlapping/masked borders from "global.border"
961 * fixed bug with CE with move speed "not moving" not being animated
962 * when changing player artwork by CE action, reset animation frame
965 * fixed bug with not unmapping main menu screen gadgets on other screens
966 * fixed bug with un-pausing a paused game by releasing still pressed key
967 * fixed bug with not redrawing screen when toggling to/from fullscreen
968 mode while fast reloading tape (without redrawing playfield contents)
969 * fixed bug with quick-saving tape snapshot despite answering with "no"
972 * version number set to 3.2.3
975 * version 3.2.2 released
978 * fixed bug with redrawing screen in fullscreen mode after quick tape
979 reloading when using the EMC game engine
980 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
983 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
986 * added engine snapshot functionality for instant tape reloading (this
987 only works for the last tape saved using "quick save", and does not
988 work across program restarts, because it completely works in memory)
991 * version number set to 3.2.2
994 * version 3.2.1 released
997 * fixed nasty bugs with handling error message file on Mac OS X systems
1000 * general code cleanup (removing many annoying "#if 0" blocks etc.)
1003 * fixed bug that caused broken tapes when manually appending to tapes
1004 using the "pause before death" functionality, followed by recording
1005 * added setup option to disable fading of screens for faster testing
1008 * code cleanup of new fading functions
1011 * changed behaviour after solved game -- do not immediately stop engine
1012 * added some more smooth screen fadings (game start, hall of fame etc.)
1015 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1018 * added configurable level preview position, tile size and dimensions
1019 * added configurable game panel value positions (gems, time, score etc.)
1022 * fixed small bug with time displayed incorrectly when collecting CEs
1025 * fixed bug with bumpy scrolling with EM engine in double player mode
1028 * added compatibility code to fix "Snake Bite" style levels that were
1029 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1032 * fixed bug with scrollbars inside editor when using the Windows mouse
1033 enhancement tool "True X-Mouse" (which injects key events to the event
1034 queue to insert selected stuff into the Windows clipboard, which gets
1035 confused with the "Insert" key for jumping to the last editor cascade
1036 block in the element list)
1037 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1038 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1041 * added selection of preferred fullscreen mode to setup / graphics menu
1042 (useful if default mode 800 x 600 does not match screen aspect ratio)
1045 * improved down-scaling of images for better editor and preview graphics
1046 * changed user data directory for Mac OS X from Unix style to new place
1049 * improved level number selection in main menu and player selection in
1050 setup menu (input devices section) by using standard button gadgets
1051 * added support for mouse scroll wheel (caused buggy behaviour before)
1052 * added support for scrolling horizontal scrollbars with mouse wheel by
1053 holding "Shift" key pressed while scrolling the wheel
1054 * added support for single step mouse wheel scrolling by holding "Alt"
1055 key pressed while scrolling the wheel (can be combined with "Shift")
1056 * changed output file "stderr.txt" on Windows platform now always to be
1057 created in the R'n'D sub-directory of the personal documents directory
1058 * added Windows message box to direct to "stderr.txt" after error aborts
1061 * improved general scrollbar handling (when jump-scrolling scrollbars)
1064 * changed scrollbars to always show last line as first after scrolling
1065 (that means jumping n - 1 screen lines instead of n screen lines)
1068 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1069 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1070 * fixed special handling of vertically stacked acid becoming fake acid
1073 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1074 affect multiple instances of the same CE, although this kind of
1075 change condition usually only affects one single custom element
1078 * version number set to 3.2.1
1081 * version 3.2.0 released
1084 * reorganized level editor element list a bit to match engines better
1087 * fixed newly introduced bug with wrongly initializing clipboard element
1090 * fixed bug with displaying visible/invisible level border in editor
1093 * reorganized some elements in the level editor element list
1096 * fixed bug with displaying any player as "yellow" when moving into acid
1097 * fixed bug with displaying running player when player stopped at border
1100 * fixed bug with player exploding when moving into acid
1101 * fixed bug with level settings being reset in editor and when playing
1102 (some compatibility settings being set not only after level loading)
1103 * fixed crash bug when number of custom graphic frames was set to zero
1104 * fixed bug with teleporting player on walkable tile not working anymore
1105 * added partial compatibility support for pre-release-only "CONF" chunk
1106 (to make Alan Bond's "color cycle" demo work again :-) )
1109 * fixed some bugs when displaying title screens from info screen menu
1110 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1113 * changed file major version to 3 to reflect level file format changes
1114 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1117 * added new chunk "NAME" to level file format for level name settings
1118 * added new chunk "NOTE" to level file format for envelope settings
1119 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1120 * updated magic(5) file to recognize changed and new level file chunks
1121 * removed change events "change when CE value/score changes" as unneeded
1124 * changed gravity (which only affects the player) from level property
1125 to player property (only makes a difference in multi-player levels)
1126 * added change events "change when CE value/score changes"
1127 * added change events "change when CE value/score changes of <element>"
1130 * added new chunk "INFO" to level file format for global level settings
1131 * added all element settings from "HEAD" chunk to "CONF" chunk
1132 * added all global level settings from "HEAD" chunk to "INFO" chunk
1135 * changed level file format by adding two new chunks "CUSX" (for custom
1136 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1137 elements, replacing the previous "GRP1" chunk); these new IFF style
1138 chunks use the new and flexible "micro chunks inside chunks" technique
1139 already used with the new "CONF" chunk (for normal element properties)
1140 which makes it possible to easily extend the existing level format
1141 (instead of using fixed-length chunks like before, which are either
1142 too big due to reserved bytes for future use, or too small when those
1143 reserved bytes have all been used and even more data should be stored,
1144 requiring the replacement by new and larger chunks just like it went
1145 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1148 * added credits pages to the "credits" section that were really missing
1149 * added some missing element descriptions to the level editor
1150 * added down position of switchgate switch to the level editor
1151 and allowed the use of both switch positions at the same time
1152 * changed use of "Insert" and "Delete" keys to navigate element list in
1153 level editor to start of previous or next cascading block of elements
1156 * added the possibility to view the title screen to the info screen menu
1157 * fixed some minor bugs with viewing title screens
1160 * fixed bug with title (cross)fading in/out when using fullscreen mode
1163 * fixed bug that forced re-defining of menu settings in local graphics
1164 config file which are already defined in existing base config file
1165 * fixed small bug that caused door sounds playing when music is enabled
1168 * added the possibility to define up to five title screens for each
1169 level set that are displayed after loading using (cross)fading in/out
1170 (this was added to display the various start images of the EMC sets)
1173 * added "CE score gets zero [of]" to custom element trigger conditions
1174 * added setup option to display element token name in level editor
1177 * added compatibility code for Juergen Bonhagen's menu artwork settings
1180 * fixed bug with displaying wrong animation frame 0 after CE changes
1181 * fixed bug with creating invisible elements when light switch is on
1184 * added selection between ECS and AGA graphics for EMC levels to setup
1187 * adjusted font handling for various narrow EMC style fonts
1190 * changed EM engine behaviour back to re-allow initial rolling springs
1193 * fixed handling of over-large selectboxes (less error-prone now)
1194 * fixed bug when creating GE with walkable element under the player
1197 * added use of "Insert" and "Delete" keys to navigate element list in
1198 level editor to start of custom elements or start of group elements
1199 * added virtual elements to access CE value and CE score of elements:
1200 - "CE value of triggering element"
1201 - "CE score of triggering element"
1202 - "CE value of current element"
1203 - "CE score of current element"
1206 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1209 * changed behaviour of network games with internal errors (because of
1210 different client frame counters) from immediately terminating R'n'D
1211 to displaying an error message requester and stopping only the game
1212 (also to prevent impression of crashes under non command-line runs)
1213 * fixed playing network games with the EMC engine (did not work before)
1214 * fixed bug with not scrolling the screen in multi-player mode with the
1215 focus on player 1 when all players are moving in different directions
1216 * fixed bug with keeping pointer to gadget even after its deallocation
1217 * fixed bug with allowing "focus on all players" in network games
1218 * fixed bug with player focus when playing tapes from network games
1221 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1224 * code cleanup for game action control for R'n'D and EMC game engine
1227 * fixed bug in multi-player movement with focus on both players
1228 * added option to control only the focussed player with all input
1231 * added player focus switching to level tape recording and re-playing
1234 * fixed some bugs in player focus switching in EMC and RND game engine
1237 * added special Supaplex animations for Murphy digging and snapping
1238 * added special Supaplex animations for Murphy being bored and sleeping
1241 * added four new yam yams with explicit start direction for EMC engine
1242 * fixed bug in src/libgame/text.c with printing text outside the window
1245 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1248 * added delayed ignition of EM style dynamite when used in R'n'D engine
1249 * added limited movement range to EMC engine when focus on all players
1252 * fixed bug with missing (zero) score values for native Supaplex levels
1255 * added "continuous snapping" (snapping many elements while holding the
1256 snap key pressed, without releasing the snap key after each element)
1257 as a new player setting for more compatibility with the classic games
1260 * finished scrolling for "focus on all players" in EMC graphics engine
1263 * level sets with "levels: 0" are ignored for levels, but not artwork
1264 * fixed bug when scanning empty level group directories (endless loop)
1267 * fixed bug with explosion graphic for player using "Murphy" graphic
1268 * fixed bug with explosion graphic if player leaves explosion in time
1269 * changed some descriptive text in setup menu to use medium-width font
1270 * added key shortcut settings for switching player focus to setup menu
1273 * fixed bug with random value initialization when recording tapes
1274 * fixed bug with playing single player tapes when team mode activated
1277 * fixed little bug when trying to switch to player that does not exist
1280 * added player switching (visual and quick) to R'n'D and EM game engine
1281 * added setup option to select visual or quick in-game player switching
1284 * added use of "Home" and "End" keys to handle element list in editor
1287 * fixed bug with adding score when playing tape with EMC game engine
1288 * added steel wall border for levels using EMC engine without border
1289 * finally fixed delayed scrolling in EMC engine also for small levels
1292 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1295 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1296 * fixed bug when displaying info element without action, but direction
1299 * fixed minor graphical problems with springs smashing and slurping
1300 (when using R'n'D style graphics instead of EMC style graphics)
1303 * added scroll delay (as configured in setup) to EMC graphics engine
1306 * improved screen redraw for EMC graphics engine (faster and smoother)
1307 * when not scrolling, do not redraw the whole playfield if not needed
1310 * added multi-player mode for EMC game engine (with up to four players)
1313 * added android (can clone elements) from EMC engine to R'n'D engine
1316 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1319 * added selectbox for initial player speed to player settings in editor
1322 * version 3.1.2 created that is basically version 3.1.1, but with a
1323 major bug fixed that prevented editing your own private levels
1324 * version 3.1.2 released
1327 * added magic ball (creates elements) from EMC engine to R'n'D engine
1330 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1333 * fixed bug when using "CE can leave behind <trigger element>"
1334 * added new change condition "(after/when) creation of <element>"
1335 * added new change condition "(after/when) digging <element>"
1336 * fixed bug accessing invalid gadget that caused crashes under Windows
1337 * deactivated new possibility for multiple CE changes per frame
1340 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1343 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1344 * fixed bug with not keeping CE value for moving CEs with only action
1345 * changed CE action selectboxes in editor to be only reset when needed
1348 * added option "use artwork from element" for custom player artwork
1349 * added option "use explosion from element" for player explosions
1352 * added cascaded element lists in the level editor
1353 * added persistence for cascaded element lists by "editorcascade.conf"
1354 * added dynamic element list with all elements used in current level
1355 * added possibility for multiple CE changes per frame (experimental)
1358 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1361 * changed "score for each 10 seconds/steps left" to "1 second/step"
1362 * added own score for collecting "extra time" instead of sharing it
1363 * added change events "switched by player" and "player switches <e>"
1364 * added change events "snapped by player" and "player snaps <e>"
1365 * added "set player artwork: <element choice>" to CE action options
1366 * added change event "move of <element>"
1369 * added "set player shield: off / normal / deadly" to CE action options
1370 * added new player option "use level start element" in level editor
1371 to set the correct focus at level start to elements from which the
1372 player is created later (this did not work before for cascaded CE
1373 changes resulting in creation of the player; it is now also possible
1374 to create the player from a yam yam which is smashed at level start)
1377 * added "set player speed: frozen (not moving)" to CE action options
1378 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1381 * added new player option "block snap field" (enabled by default) to
1382 make it possible to show a snapping animation like in Emerald Mine
1385 * added dynamic selectboxes to custom element action settings in editor
1386 * added "CE value" counter for custom elements (instead of "CE count")
1387 * added option to use the last "CE value" after custom element change
1388 * added option to use the "CE value" of other elements in CE actions
1389 * fixed odd behaviour when pressing time orb in levels w/o time limit
1390 * added checkbox "use time orb bug" for older levels that use this bug
1393 * added missing configuration settings for the following elements:
1394 - EL_TIMEGATE_SWITCH (time of open time gate)
1395 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1396 - EL_SHIELD_NORMAL (time of shield duration)
1397 - EL_SHIELD_DEADLY (time of shield duration)
1398 - EL_EXTRA_TIME (time added to level time)
1399 - EL_TIME_ORB_FULL (time added to level time)
1402 * added "wind direction" as a movement pattern for custom elements
1403 * added initial wind direction for balloon / custom elements to editor
1404 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1407 * added parameters for "game of life" and "biomaze" elements to editor
1410 * added level file chunk "CONF" for generic level and element settings
1413 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1416 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1417 * added sound action ".page[1]" to ".page[32]" for each CE change page
1420 * added image config suffix ".clone_from" to copy whole image settings
1421 * fixed bug with invalid ("undefined") CE settings in old level files
1424 * fixed graphical bug with smashing elements falling faster than player
1427 * fixed major bug which prevented private levels from being edited
1428 * fixed bug with precedence of general and special font definitions
1431 * fixed graphical bug with player animation when player moves slowly
1434 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1437 * fixed bug which prevented "global.num_toons: 0" from working
1440 * major code cleanup (removed all these annoying "#if 0" blocks)
1443 * added custom element actions for CE change page in level editor
1446 * fixed music initialization bug in init.c (thanks to David Binderman)
1447 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1448 (this bug must probably be fixed at other places, too)
1451 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1452 (should be '#include <SDL.h>' instead)
1455 * fixed bug which prevented "walkable from no direction" from working
1456 (due to compatibility code overwriting this setting after loading)
1459 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1462 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1463 * version 3.1.1 released
1466 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1467 on 64-bit architecture systems with LP64 data model
1470 * fixed bug with bombs not exploding when hitting the last level line
1471 (introduced after the release of 3.1.0)
1474 * added support for dumping small-sized level sketches from editor
1477 * added recognition of "trigger element" for "change digged element to"
1478 (this is not really what the "trigger element" was made for, but its
1479 use may seem obvious for leaving back digged elements unchanged)
1482 * fixed multiple warnings about failed joystick device initialization
1485 * fixed bug with dynamite dropped on top of just dropped custom element
1486 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1487 dynamite can still be dropped, but drop key must be released before
1490 * fixed bug with wrong start directory when started from file browser
1491 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1494 * fixed bug causing "change when impact" on player not working
1495 * fixed wrong priority of "hitting something" over "hitting <element>"
1496 * fixed wrong priority of "hit by something" over "hit by <element>"
1499 * fixed graphical bug which caused the player (being Murphy) to show
1500 collecting animations although the element was collected by penguin
1503 * fixed two bugs causing wrong door background graphics in system.c
1504 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1507 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1508 * added "no direction" to "walkable/passable from" selectbox options
1511 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1512 * in tape autoplay, not only report broken, but also missing tapes
1515 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1518 * fixed small bug with "linear" animation not working for active lamp
1521 * fixed bug with moving up despite gravity due to "block last field"
1522 * fixed small bug with wrong draw offset when typing name in main menu
1523 * when reading user names from "passwd", ignore data after first comma
1524 * when creating new "levelinfo.conf", only write some selected entries
1527 * fixed displaying "imported from/by" on preview with empty string
1528 * fixed ignoring draw offset for fonts used for level preview texts
1531 * fixed a delay problem with SDL and too many mouse motion events
1532 * added setup option "skip levels" and level skipping functionality
1535 * added move speed "not moving" for non-moving CEs, but with direction
1538 * fixed mapping of obsolete element token names in "editorsetup.conf"
1539 * fixed bug with sound "acid.splashing" treated as a loop sound
1540 * fixed some little sound bugs in native EM engine
1543 * fixed small bug when dragging scrollbars to end positions
1546 * added editor element descriptions written by Aaron Davidson
1549 * improved fallback handling when configured artwork is not available
1550 (now using default artwork instead of exiting when files not found)
1553 * fixed bug on level selection screen when dragging scrollbar
1556 * fixed bug which caused broken tapes when appending to EM engine tapes
1559 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1562 * added code to replace changed artwork config tokens with other tokens
1563 (needed for backwards compatibility, so that older tokens still work)
1566 * added native R'n'D graphics for some new EMC elements in EM engine
1569 * fixed some bugs in the EM engine integration code
1570 * changed EM engine code to allow diagonal movement
1571 * changed EM engine code to allow use of separate snap and drop keys
1574 * fixed some redraw bugs when using EM engine
1577 * fixed bug with not converting RND levels which are set to use native
1578 engine to native level structure when loading
1581 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1584 * version number set to 3.2.0
1587 * level data now reset to defaults after attempt to load invalid file
1590 * added use of "editorsetup.conf" for different level sets
1593 * added auto-detection for various types of Emerald Mine level files
1596 * fixed bug with scrollbars getting too small when list is very large
1599 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1602 * added most level editor configuration gadgets for new EMC elements
1605 * added more element and graphic definitions for new EMC elements
1608 * modified native EM engine to use integrated R'n'D sound system
1611 * added SDL support to graphics functions in native EM engine
1612 (by always using generic libgame interface functions)
1615 * fixed bug in frame synchronization in native EM engine
1618 * added code to convert levels between R'n'D and native EM engine
1621 * new Emerald Mine engine can now play levels selected in main menu
1624 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1625 (which creates scaled down graphics for level editor and preview);
1626 there's still a memory leak somewhere in the artwork handling code
1627 * added "scale image up" functionality to X11 version of zoom function
1630 * first attempts to integrate new, native Emerald Mine Club engine
1633 * fixed bug in gadget code which caused reset of CEs in level editor
1634 (example: pressing 'b' [grab brush] on CE config page erased values)
1635 (solution: check if gadgets in ClickOnGadget() are really mapped)
1636 * improved level change detection in editor (settings now also checked)
1637 * fixed bug with "can move into acid" and "don't collide with" state
1640 * fixed maze runner style CEs to use the configured move delay value
1643 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1646 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1647 * fixed the above fix because it broke level set "machine" (*sigh*)
1648 * fixed random element placement in level editor to work as expected
1649 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1652 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1655 * fixed bug (missing array boundary check) which caused broken tapes
1656 * fixed bug (when loading level template) which caused broken levels
1657 * fixed bug with new block last field code when using non-yellow player
1660 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1661 * internal change of how the player blocks the last field when moving
1662 * fixed blocking delay of last field for EM and SP style block delay
1663 * fixed bug where the player had to wait for the usual move delay after
1664 unsuccessfully trying to move, when he directly could move after that
1665 * the last two changes should make original Supaplex level 93 solvable
1666 * improved use of random number generator to make it less predictable
1667 * fixed behaviour of slippery SP elements to let slip left, then right
1670 * fixed bug with wrong door state after trying to quickload empty tape
1671 * fixed waste of static memory usage of the binary, making it smaller
1672 * fixed very little graphical bug in Supaplex explosion
1675 * version number set to 3.1.1
1678 * version 3.1.0 released
1681 * fixed bug with crash when writing user levelinfo.conf the first time
1684 * added option "convert LEVELDIR [NR]" to command line batch commands
1685 * re-converted Supaplex levels to apply latest engine fixes
1686 * changed "use graphic/sound of element" to "use graphic of element"
1687 due to compatibility problems with some levels ("bug machine" etc.)
1690 * fixed bug with CE change replacing player with same or other player
1693 * fixed bug with opaque font in envelope with background graphic when
1694 background graphic is not transparent itself
1697 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1698 * corrected original Supaplex level loading code to use these new ports
1699 * also corrected Supaplex loader to auto-count infotrons if set to zero
1702 * fixed bug with missing initialization of "modified" flag for GEs
1705 * fixed bug that caused endless recursion loop when relocating player
1706 * fixed tape recorder bug in "step mode" when using "pause before end"
1707 * fixed tape recorder bug when changing from "warp forward" mode
1710 * fixed bug with "when touching" for pushed elements at last position
1713 * fixed bug that caused two activated toolbox buttons in level editor
1714 * fixed bug with exploding dynabomb under player due to other explosion
1717 * fixed bug with creating walkable custom element under player (again)
1718 * fixed bug with not copying explosion type when copying CEs in editor
1719 * fixed graphical bug when drawing player in setup menu (input devices)
1720 * fixed graphical bug when the player is pushing an accessible element
1721 * fixed bug with classic switchable elements triggering CE changes
1722 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1723 * fixed crash bug when CE leaves behind the trigger player element
1726 * fixed bug with broken tubes after placing/exploding dynamite in them
1727 * fixed bug with exploding dynamite under player due to other explosion
1728 * fixed bug with not resetting push delay under certain circumstances
1731 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1732 * added network multiplayer code for Windows (thanks to Niko Böhm)
1735 * added option "reachable despite gravity" for gravity movement
1736 * changed gravity movement of most classic walkable and passable
1737 elements back to "not reachable" (for compatibility reasons)
1740 * fixed (removed) "indestructible" / "can explode" dependency in editor
1741 * fixed (removed) "accessible inside" / "protected" dependency
1742 * fixed (removed) "step mode" / "shield time" dependency
1745 * fixed dynabombs exploding now into anything diggable
1746 * fixed Supaplex style gravity movement into buggy base now impossible
1747 * added pressing key "space" as valid action to select menu options
1750 * added "replace when walkable" to relocate player to walkable element
1751 * added "enter"/"leave" event for elements affected by relocation
1752 * fixed "direct"/"indirect" change order also for "when change" event
1753 * fixed graphical bug when pushing things from elements walkable inside
1756 * fixed graphic bug when player is snapping while moving in old levels
1757 * fixed bug when a moving custom element leaves a player element behind
1758 * fixed bug with mole not disappearing when moving into acid pool
1759 * fixed bug with incomplete path setting when using "--basepath" option
1760 * moving CE can now leave walkable elements behind under the player
1761 * when relocating, player can be set on walkable element now
1762 * fixed another gravity movement bug
1765 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1768 * added "collectible" and "removable" to extended replacement types
1769 (where "removable" replaces "diggable" and "collectible" elements)
1770 * added "collectible & throwable" (to throw element to the next field)
1771 * fixed bug with CEs digging elements that are just about to explode
1772 * changed mouse cursor now always being visible when game is paused
1775 * added possibility to push/press accessible elements from a side that
1777 * fixed bug with not setting actual date when appending to tape
1780 * fixed bug with incorrectly initialized custom element editor graphics
1783 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1784 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1787 * fixed bug with destroyed robot wheel still attracting robots forever
1788 * fixed bug with time gate switch deactivating after robot wheel time
1789 (while the time gate itself is not affected by this misbehaviour)
1790 * changed behaviour of BD style amoeba to always get blocked by player
1791 (before it was different when there were non-BD elements in level)
1792 * fixed bug with player destroying indestructable elements with shield
1795 * added option to make growing elements grow into anything diggable
1796 (for the various amoeba types, biomaze and "game of life")
1799 * fixed bug with movable elements not moving after left behind by CEs
1800 * changed gravity movement to anything diggable, not only sand/base
1801 * optionally allowing passing to walkable element, not only empty space
1802 * added option "can pass to walkable element" for players
1803 * finally fixed gravity movement (hopefully)
1806 * fixed bug with movable elements not moving anymore after falling down
1809 * fixed another bug with custom elements digging and leaving elements
1810 * fixed bug with "along left/right side" and automatic start direction
1811 * trigger elements now also displayed when "more custom" deactivated
1812 * fixed bug with clipboard element initialized when loading new level
1813 * added option "drop delay" to set delay before dropping next element
1816 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1819 * added copy and paste functions for custom change pages
1820 * enhanced graphical display and functionality of tape recorder
1821 * fixed bug with custom elements digging and leaving elements
1824 * added move speed faster than "very fast" for custom elements
1825 * fixed bug with 3+3 style explosions and missing border content
1826 * fixed little bug when copying custom elements in the editor
1827 * enhanced custom element changes by more side trigger actions
1830 * added option "no scrolling when relocating" for instant teleporting
1831 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1834 * added trigger element and trigger player to use as target elements
1835 * added copy and paste functions for custom and group elements
1838 * fixed graphical bug when displaying explosion animations
1839 * fixed bug when appending to tapes, resulting in broken tapes
1840 * re-recorded a few tapes broken by fixing gravity checking bug
1843 * "can move into acid" property now for all elements independently
1844 * "can fall into acid" property for player stored in same bitfield now
1845 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1846 * version number set to 3.1.0 (finally!)
1849 * changed tape recording to only record input, not programmed actions
1852 * fixed totally broken (every 8th frame skipped) step-by-step recording
1853 * fixed bug with requester not displayed when quick-loading interrupted
1854 * added option "can fall into acid (with gravity)" for players
1855 * fixed bug with player not falling when snapping down with gravity
1858 * fixed bug which messed up key config when using keypad number keys
1861 * fixed bug which allowed moving upwards even when gravity was active
1862 * fixed bug with missing error handling when dumping levels or tapes
1865 * added different colored editor graphics for Supaplex gravity tubes
1868 * fixed bug that allowed solvable tapes for unsolvable levels
1871 * use unlimited number of droppable elements when "count" set to zero
1872 * added option to use step limit instead of time limit for level
1875 * added player and change page as trigger for custom element change
1878 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1881 * fixed bug with dark yamyam changing to acid when moving over acid
1882 * fixed handling of levels with more than 999 seconds level time
1883 (example: level 76 of "Denmine")
1886 * "spring push bug" reintroduced as configurable element property
1887 * fixed bug with missing properties for "mole"
1888 * fixed bug that showed up when fixing the above "mole" properties bug
1889 * added option "can move into acid" for all movable elements
1890 * fixed graphical bug for elements moving into acid
1891 * changed event handling to handle all pending events before going on
1894 * fixed bug which caused all CE change pages to be ignored which had
1895 the same change event, but used a different element side
1896 (reported by Simon Forsberg)
1898 * fixed bug which caused elements that can move and fall and that are
1899 transported by a conveyor belt to continue moving into that direction
1900 after leaving the conveyor belt, regardless of their own movement
1901 type; only elements which can not move are transported now
1902 (reported by Simon Forsberg)
1904 * fixed bug which could cause an array overflow in RelocatePlayer()
1905 (reported by Niko Böhm)
1907 * changed Emerald Mine style "passable / over" elements to "protected"
1908 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1910 * added new option to select from which side a "walkable/passable"
1911 element can be entered
1914 * added explosion and ignition delay for elements that can explode
1917 * fixed bug which caused player not being protected against enemies
1918 when a CE was "walkable / inside" and was not "indestructible"
1919 * added "walkable/passable" fields to be "protected/unprotected"
1920 against enemies, even if not accessible "inside" but "over/under"
1923 * corrected move pattern to 32 bit and initial move direction to 8 bit
1926 * added second custom element base configuration page
1929 * added some special EMC mappings to Emerald Mine level loader
1930 (also covering previously unknown element in level 0 of "Bondmine 8")
1933 * added option to block last field when player is moving (for Supaplex)
1934 * adjusted push delay of Supaplex elements
1935 * removed delays for envelopes etc. when replaying with maximum speed
1936 * fixed bug when dropping element on a field that just changed to empty
1939 * fixed bug: infotrons can now smash yellow disks
1940 * fixed bug: when gravity active, port above player can now be entered
1941 * removed "one white dot" mouse pointer which irritated some people
1944 * added "choice type" for group element selection
1947 * fixed bug with initial invulnerability of non-yellow player
1950 * added level loader for loading native Supaplex packed levels
1951 (including multi-part levels like the "splvls99" levels)
1954 * fixed bug which allowed creating emeralds by escaping explosions
1957 * custom elements can change (limited) or leave (unlimited) elements
1958 * finally added multiple matches using group elements
1959 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1962 * added new start movement type "previous" for continued CE movement
1963 * added new start movement type "random" for random CE movement start
1966 * added new element "sokoban_field_player" needed for Sokoban levels
1967 (thanks to Ed Booker for pointing this out!)
1970 * added elements that can be digged or left behind by custom elements
1973 * added group elements for multiple matches and random element creation
1976 * fixed some graphical errors displayed in old levels
1979 * fixed wrong double speed movement after passing closing gates
1982 * added level loader for loading native Emerald Mine levels
1985 * changes for "shooting" style CE movement
1988 * Happy New Year! ;-)
1991 * changed default snap/drop keys from left/right Shift to Control keys
1994 * fixed bug with dead player getting reanimated from custom element
1997 * fixed bug with wrong penguin graphics (when entering exit)
2000 * fixed bug with wrong "Murphy" graphics (when digging etc.)
2003 * version number set to 3.0.9
2006 * version 3.0.8 released
2009 * added function checked_free()
2012 * fixed bug with double nut cracking sound
2013 (by eliminating "default element action sound" assignment in init.c)
2016 * fixed crash when no music info files are available
2019 * fixed boring and sleeping sounds
2022 * added "maze runner" and "maze hunter" movement types
2023 * added extended collision conditions for custom elements
2026 * added warnings for undefined token values in artwork config files
2029 * added menu entry for level set information to the info screen
2032 * fixed bug with wrong default impact sound for colored emeralds
2035 * added several sub-screens for the info screen
2036 * menu text now also clickable (not only blue/red sphere left of it)
2039 * added configurable "bored" and "sleeping" animations for the player
2040 * added "awakening" sound for player when waking up after sleeping
2043 * added "copy" and "exchange" functions for custom elements to editor
2046 * added configurable element animations for info screen
2049 * added configurable music credits for info screen
2052 * finally fixed tape recording when player is created from CE change
2055 * added "editorsetup.conf" for editor element list configuration
2058 * added "musicinfo.conf" for menu and level music configuration
2061 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2062 (that only showed up on Linux, but not on Windows systems)
2065 * fixed turning movement of butterflies and fireflies (no frame reset)
2066 * enhanced sniksnak turning movement (two steps instead of only one)
2069 * version number set to 3.0.8
2072 * version 3.0.7 released
2075 * fixed reset of player animation frame when, for example,
2076 walking, digging or collecting share the same animation
2077 * fixed CE with "deadly when touching" exploding when touching amoeba
2080 * fixed tape recording when player is created from CE element change
2083 * introduced "turning..." action graphic for elements with move delay
2084 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2085 * added turning animations for bug, spaceship and sniksnak
2088 * prevent "extended" changed elements from delay change in same frame
2091 * fixed bug when pushing element that can move away to the side
2092 (like pushing falling elements, but now with moving elements)
2095 * finally fixed serious bug in code for delayed element pushing (again)
2098 * unavailable setup options now marked as "n/a" instead of "off"
2099 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2100 to "true", levels are always played with the latest game engine,
2101 which is desired for levels that are imported from other games; all
2102 other levels are played with the engine version stored in level file
2103 (which is normally the engine version the level was created with)
2106 * fixed serious bug in code for delayed element pushing
2107 * fixed little bug in animation frame selection for pushed elements
2108 * speed-up of reading config file for verbose output
2111 * added configuration option for opening and closing Supaplex exit
2112 * added configuration option for moving up/down animation for Murphy
2113 * fixed incorrectly displayed animation for attacking dragon
2114 * fixed bug with not setting initial gravity for each new game
2115 * fixed bug with teleportation of player by custom element change
2116 * fixed bug with player not getting smashed by rock sometimes
2119 * version number set to 3.0.7
2122 * version 3.0.6 released
2125 * added support for MP3 music for SDL version through SMPEG library
2128 * fixed bug when initializing font graphic structure
2129 * fixed bug with animation mode "pingpong" when using only 1 frame
2130 * fixed bug with extended change target introduced in 3.0.5
2131 * fixed bug where passing over moving element doubles player speed
2132 * fixed bug with elements continuing to move into push direction
2133 * fixed bug with duplicated player when dropping bomb with shield on
2134 * added "switching" event for custom elements ("pressing" only once)
2135 * fixed switching bug (resetting flag when not switching but not idle)
2138 * fixed element tokens for certain file elements with ".active" etc.
2141 * version number set to 3.0.6
2144 * version 3.0.5 released
2147 * now four envelope elements available
2148 * font, background, animation and sound for envelope now configurable
2149 * main menu doors opening/closing animation type now configurable
2152 * active/inactive sides configurable for custom element changes
2153 * new movement type "move when pushed" available for custom elements
2156 * fixed bug in multiple config pages loader code that caused crashes
2159 * enhanced (remaining low-resolution) Supaplex graphics
2162 * version number set to 3.0.5
2165 * version 3.0.4 released
2167 2003-09-12 src/tools.c
2168 * fixed bug in custom definition of crumbled element graphics
2170 2003-09-11 src/files.c
2171 * fixed bug in multiple config pages code that caused crashes
2174 * version number set to 3.0.4
2177 * version 3.0.3 released
2180 * added music to Supaplex classic level set
2182 2003-09-07 src/libgame/misc.c
2183 * added support for loading various music formats through SDL_mixer
2185 2003-09-06 (various source files)
2186 * fixed several nasty bugs that may have caused crashes on some systems
2187 * added envelope content which gets displayed when collecting envelope
2188 * added multiple change event pages for custom elements
2190 2003-08-24 src/game.c
2191 * fixed problem with player animation when snapping and moving
2193 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2194 * fixed problem with flickering when drawing toon animations
2196 2003-08-23 src/libgame/sdl.c
2197 * fixed problem with setting mouse cursor in SDL version in fullscreen
2199 2003-08-23 src/game.c
2200 * fixed bug (missing array boundary check) which could crash the game
2203 * version number set to 3.0.3
2206 * version 3.0.2 released
2208 2003-08-21 src/game.c
2209 * fixed bug with creating inaccessible elements at player position
2211 2003-08-20 src/init.c
2212 * fixed bug with not finding current level artwork directory
2214 2003-08-20 src/files.c
2215 * fixed bug with choosing wrong engine version when playing tapes
2216 * fixed bug with messing up custom element properties in 3.0.0 levels
2219 * version number set to 3.0.2
2222 * version 3.0.1 released
2224 2003-08-17 (no source files affected)
2225 * changed all "classic" PCX image files with 16 colors or less to
2226 256 color (8 bit) storage format, because the Allegro game library
2227 cannot handle PCX files with less than 256 colors (contributed
2228 graphics are not affected and might look wrong in the DOS version)
2230 2003-08-16 src/init.c
2231 * fixed bug which (for example) crashed the level editor when defining
2232 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2233 (only set to default) -- invalid graphics now set to default graphic
2235 2003-08-16 src/init.c
2236 * fixed graphical bug of player digging/collecting/snapping element
2237 when no corresponding graphic/animation is defined for this action,
2238 resulting in player being drawn as EL_EMPTY (which should only be
2239 done to elements being collected, but not to the player)
2241 2003-08-16 src/game.c
2242 * fixed small graphical bug of player not totally moving into exit
2244 2003-08-16 src/libgame/setup.c
2245 * fixed bug with wrong MS-DOS 8.3 filename conversion
2247 2003-08-16 src/tools.c
2248 * fixed bug with invisible mouse cursor when pressing ESC while playing
2250 2003-08-16 (various source files)
2251 * added another 128 custom elements (disabled in editor by default)
2253 2003-08-16 src/editor.c
2254 * fixed NULL string bug causing Solaris to crash in sprintf()
2256 2003-08-16 src/screen.c
2257 * fixed drawing over scrollbar on level selection with custom fonts
2259 2003-08-15 src/game.c
2260 * cleanup of simple sounds / loop sounds / music settings
2262 2003-08-08 (various source files)
2263 * added custom element property for dropping collected elements
2265 2003-08-08 src/conf_gfx.c
2266 * fixed bug with missing graphic for active red disk bomb
2268 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2269 * extended variable "level.gravity" to "level.initial_gravity" and
2270 "game.current_gravity" to prevent level setting from being changed
2271 by playing the level (keeping the runtime value after playing)
2273 * fixed graphics bug when digging element that has 'crumbled' graphic
2274 definition, but not 'diggable' graphic definition
2277 * version number set to 3.0.1
2280 * version 3.0.0 released
2283 * various bug fixes; among others:
2284 - fixed bug with pushing spring over empty space
2285 - fixed bug with leaving tube while placing dynamite
2286 - fixed bug with explosion of smashed penguins
2287 - allow Murphy player graphic in levels with non-Supaplex elements
2291 * I have forgotten to document changes for some time
2294 * pre-release version 2.2.0rc1 released
2297 * version number set to 2.1.2
2300 * version 2.1.1 released
2303 * version number set to 2.1.1
2306 * version 2.1.0 released
2309 * version number set to 2.1.0
2311 2002-04-03 to 2002-05-19 (various source files)
2312 * graphics, sounds and music now fully configurable
2313 * bug fixed that prevented walking through tubes when gravity on
2315 2002-04-02 src/events.c, src/editor.c
2316 * Make Escape key less aggressive when playing or when editing level.
2317 This can be configured as an option in the setup menu. (Default is
2318 "less aggressive" which means "ask user if something can be lost"
2319 when pressing the Escape key.)
2321 2002-04-02 src/screen.c
2322 * Added "graphics setup" screen.
2324 2002-04-01 src/screen.c
2325 * Changed "choose level" setup screen stuff to be more generic (to
2326 make it easier to add more "choose from generic tree" setup screens).
2328 2002-04-01 src/config.c, src/timestamp.h
2329 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2330 automatically gets created by "src/Makefile" and contains an actual
2331 compile-time timestamp to identify development versions of the game).
2333 2002-03-31 src/tape.c, src/events.c
2334 * Added quick game/tape save/load functions to tape stuff which can be
2335 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2336 loads previously recorded tape and directly goes into recording mode
2337 from the end of the tape (therefore appending to the tape).
2339 2002-03-31 src/tape.c
2340 * Added "index mark" function to tape recorder. When playing or
2341 recording, "eject" button changes to "index" button. Setting index
2342 mark is not yet implemented, but pressing index button when playing
2343 allows very quick advancing to end of tape (when normal playing),
2344 very fast forward mode (when playing with normal fast forward) or
2345 very fast reaching of "pause before end of tape" (when playing with
2346 "pause before end" playing mode).
2348 2002-03-30 src/cartoons.c
2349 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2351 2002-03-29 src/screen.c
2352 * Changed setup screen stuff to be more generic (to make it easier
2353 to add more setup screens).
2355 2002-03-23 src/main.c, src/main.h
2356 * Various changes due to the introduction of the new libgame files
2357 "setup.c" and "joystick.c".
2359 2002-03-23 src/files.c
2360 * Generic parts of "src/files.c" (mainly setup and level directory
2361 stuff) moved to new libgame file "src/libgame/setup.c".
2363 2002-03-23 src/joystick.c
2364 * File "src/joystick.c" moved to libgame source tree, with
2365 correspondig changes.
2367 2002-03-22 src/screens.c
2368 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2369 (Wrong level series information displayed when entering main group.)
2371 2002-03-22 src/editor.c
2372 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2374 2002-03-22 src/editor.c
2375 * Changed behaviour of "Escape" key in level editor to be more
2376 intuitive: When in "Element Properties" or "Level Info" mode,
2377 return to "Drawing Mode" instead of leaving the level editor.
2379 2002-03-21 src/game.c, src/editor.c, src/files.c
2380 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2381 gems (emeralds, diamonds, ...) slipping down from normal wall,
2382 steel wall and growing wall (as in E.M.C. style levels). Although
2383 the behaviour of contributed and private levels wasn't changed (due
2384 to the use of "level.game_version"; see previous entry), editing
2385 those levels will (of course) change the behaviour accordingly.
2387 This change seems a bit too hard after thinking about it, because
2388 the EM style behaviour is not the "expected" behaviour (gems would
2389 normally only slip down from "rounded" walls). Therefore this was
2390 now changed to an element property for gem style elements, with the
2391 default setting "off" (which means: no special EM style behaviour).
2392 To fix older converted levels, this flag is set to "on" for pre-2.0
2393 levels that are neither contributed nor private levels.
2395 2002-03-20 src/files.h
2396 * Corrected settings for "level.game_version" depending of level type.
2397 (Contributed and private levels always get played with game engine
2398 version they were created with, while converted levels always get
2399 played with the most recent version of the game engine, to let new
2400 corrections of the emulation behaviour take effect.)
2402 2002-03-20 src/main.h
2403 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2404 compiling the SDL version on some systems.
2405 Thanks to the several people who pointed this out.
2408 * Version number set to 2.0.2.
2411 * Version 2.0.1 released.
2413 2002-03-18 src/screens.c
2414 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2416 2002-03-18 src/files.c [src/libgame/misc.c]
2417 * Moved some common functions from src/files.c to src/libgame/misc.c.
2419 2002-03-18 src/files.c [src/libgame/misc.c]
2420 * Changed permissions for new directories and saved files (especially
2421 score files) according to suggestions of Debian users and mantainers.
2422 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2424 2002-03-17 src/files.c
2425 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2426 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2427 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2428 for levels and "TAPE" for tapes). Old "cookie" style format is
2429 still supported for reading. New level and tape files are written
2432 * New IFF chunk "VERS" contains version numbers for file and game
2433 (where "game version" is the version of the program that wrote the
2434 file, and "file version" is a version number to distinguish files
2435 with different format, for example after adding new features).
2437 2002-03-15 src/screen.c
2438 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2439 (Before, you heard a mixture of the in-game music and the
2440 hall-of-fame music.)
2442 2002-03-14 src/events.c
2443 * Function "DumpTape()" (files.c) now available by pressing 't' from
2444 main menu (when in DEBUG mode).
2446 2002-03-14 src/game.c
2447 * "GameWon()": When game was won playing a tape, now there is no delay
2448 raising the score and no corresponding sound is played.
2450 2002-03-14 src/files.c
2451 * Changed "LoadTape()" for real chunk support and also adjusted
2452 "SaveTape()" accordingly.
2454 2002-03-14 src/game.c, src/tape.c, src/files.c
2455 * Important changes to tape format: The old tape format stored all
2456 actions with a real effect with a corresponding delay between the
2457 stored actions. This had some major disadvantages (for example,
2458 push delays had to be ignored, pressing a button for some seconds
2459 mutated to several single button presses because of the non-action
2460 delays between two action frames etc.). The new tape format just
2461 stupidly records all device actions and replays them later. I really
2462 don't know why I haven't solved it that way before?! Old-style tapes
2463 (with tape file version less than 2.0) get converted to the new
2464 format on-the-fly when loading and can therefore still be played;
2465 only some minor parts of the old-style tape handling code was needed.
2466 (A perfect conversion is not possible, because there is information
2467 missing about the device actions between two action frames.)
2469 2002-03-14 src/files.c
2470 * New function "DumpTape()" to dump the contents of the current tape
2471 in a human readable format.
2473 2002-03-14 src/game.c
2474 * Small tape bug fixed: When automatically advancing to next level
2475 after a game was won, the tape from the previous level still was
2476 loaded as a tape for the new level.
2478 2002-03-14 src/tape.c
2479 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2480 tape, cartoons did not get completely removed because
2481 StopAnimation() was not called.
2483 2002-03-13 src/files.c
2484 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2485 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2486 size even when using 16-bit elements). Added new chunk "CNT2" for
2487 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2488 chunk even when content was 16-bit element). "CNT2" should now be
2489 able to store content for arbitrary elements (up to eight blocks of
2490 3 x 3 element arrays). All "CNT2" elements will always be stored as
2491 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2493 2002-03-13 src/files.c
2494 * Changed "LoadLevel()" for real chunk support.
2496 2002-03-12 src/game.c
2497 * Fixed problem (introduced after 2.0.0 release) with penguins
2498 not getting killed by enemies
2500 2002-02-24 src/game.c, src/main.h
2501 * Added "player->is_moving"; now "player->last_move_dir" does
2502 not contain any information if the player is just moving at
2504 Before, "player->last_move_dir" was misused for this purpose
2505 for the robot stuff (robots don't kill players when they are
2506 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2507 broke tapes when walking through pipes!
2508 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2509 in a continuous movement. This fact is ignored for friends and