2 * added graphics performance optimization to native Supaplex game engine
5 * added separately configurable game panel background to graphics config
6 * fixed displaying Supaplex time (now based on 35 fps instead of 50 fps)
9 * added tape panel graphics and screen positions to graphics config
12 * added compatibility stuff for redefined "global.door" (which affects
13 all parts of that image that have their own graphics definition now)
16 * added sound button graphics to graphics config
19 * added tape button graphics and screen positions to graphics config
22 * improved single step mode in R'n'D, EM and SP engines
25 * version number set to 3.3.0.2
28 * version 3.3.0.1 released
31 * added configurable key shortcuts for snap+direction player actions
32 (probably most useful for recording tool-assisted speedrun (TAS)
33 tapes using the single-step mode of the tape recorder)
36 * version number set to 3.3.0.1
39 * version 3.3.0.0 released
42 * fixed missing memory allocation in SP engine when saving engine data
43 for non-SP game engine snapshots (which also stores SP engine part)
46 * fixed problem with scrolling in native EM engine in multi-user mode
47 (this bug was just introduced with the experimental viewport stuff)
48 * fixed animation of splashing acid in EM engine with classic artwork
49 * fixed animation of cracking nut in EM engine with classic artwork
50 * fixed (implemented) single step mode in native EM and SP engines
51 * fixed "latest_engine" flag in classic levels (moved to single sets)
52 * updated SDL library DLLs for Windows to the latest release versions
53 (this fixed some mysterious crashes of the game on Windows systems)
54 * replaced EM and SP set in classic level set with native level files
55 * finally added a newly written "CREDITS" file to the game package
56 * removed sampled music loops from classic music set
59 * changed native Emerald Mine engine to support different viewport sizes
62 * changed native Supaplex engine to support different viewport sizes
65 * added initial, experimental support for different viewport properties
66 (with "viewports" being menu/playfield area and doors; currently the
67 size of the menu/playfield area and door positions can be redefined)
70 * added initial, experimental support for different window sizes
73 * added support for native Sokoban solution files in pure 'udlrUDLR'
74 format with extension ".sln" instead of ".tape" for solution tapes
77 * added image config suffix ".class" to be able to define classes of
78 crumbled elements which are then separated against each others when
79 drawing crumbled borders (class names can freely be defined)
80 (Example: "sand.CRUMBLED.class: sand" and "emc_grass.CRUMBLED.class:
81 emc_grass" results in sand and emc_grass being crumbled separately,
82 even if directly adjacent on the playfield.)
83 * added image config suffix ".style" to use two new features for
85 - "accurate_borders": try to draw correctly crumbled corners (which
86 means that a row of crumbled elements does not have two crumbled
87 corners for each element in the row, but only at the "real" corners
88 at the start and the end of the row of elements)
89 - "inner_corners": also draw inner corners in concave constructions
90 of several crumbled elements -- this is currently a big kludge: the
91 number of frames for crumbled graphic must be "2", with the first
92 frame as usual (crumbled graphic), while the second frame contains
93 the graphic with inner (crumbled) corners for the crumbled graphic
94 (These two features are mainly intended for bevelled walls, not for
95 diggable elements like sand; "inner_corners" only works reliably for
96 static walls, not for in-game dynamically changing walls using CEs.)
99 * finished code cleanup of native Supaplex game engine
102 * started code cleanup of native Supaplex game engine
105 * integrated playing sound effects into native Supaplex game engine
108 * added configurable key shortcuts for the tape recorder buttons
111 * added (hidden) function to save native Supaplex levels with tape as
112 native *.sp file containing level with demo (saved with a file name
113 similar to native R'n'D levels, but with ".sp" extension instead of
114 ".level"); to use this functionality, enter ":save-native-level" or
115 ":snl" from the main menu with the native Supaplex level loaded and
116 the appropriate tape loaded to the tape recorder
117 * fixed potential crash bug caused by illegal array access in engine
118 snapshot loading and saving code
119 * changed setting permissions of score files to be world-writable if
120 the program is not installed and running setgid to allow the program
121 to modify existing score files when run as a different user (which
122 allows cheating, of course, as the score files are not protected
123 against modification in this case)
124 * added (commented out) suggestions for RO_GAME_DIR and RW_GAME_DIR to
125 the top level Makefile for Debian / Ubuntu installations
126 * added saving read-only levels from editor into personal level set
127 (thanks to Bela Lubkin for the above four patches)
130 * added updating of game values on the panel to Supaplex game engine
133 * finished integrating R'n'D graphics engine into Supaplex game engine
134 (although some animations do not support full customizability yet)
137 * done integrating R'n'D graphics engine into file "Infotron.c"
138 * done integrating R'n'D graphics engine into file "OrangeDisk.c"
141 * integrated engine snapshot functionality into Supaplex game engine
144 * fixed bug in native Supaplex engine that broke several demo solutions
145 * fixed bug with re-initializing already existing elements in function
146 RelocatePlayer() in src/game.c (causing problems with Sokoban fields
147 counted a second time, making the currently playing level unsolvable)
148 * done integrating R'n'D graphics engine into file "SnikSnaks.c"
149 * done integrating R'n'D graphics engine into file "Electrons.c"
150 * done integrating R'n'D graphics engine into file "Zonk.c"
153 * done integrating R'n'D graphics engine into file "Murphy.c"
154 * done integrating R'n'D graphics engine into file "BugsTerminals.c"
157 * started integrating R'n'D graphics engine into Supaplex game engine
160 * added small kludge that allows transparent pushing animation over
161 non-black background (by using "game.use_masked_pushing: true")
162 * added editor flag to Sokoban field/object elements to automatically
163 finish solved Sokoban style levels (even if they contain non-Sokoban
164 elements, which prevents auto-enabling this feature for such levels)
167 * added new element "from_level_template" which is replaced by element
168 from level template at same playfield position when loaded (currently
169 not accessible from level editor, but only used for special Sokoban
170 level conversion when using "special_flags: load_xsb_to_ces")
171 * added special behaviour for "special_flags: load_xsb_to_ces": global
172 settings of individual level files are overwritten by template level
173 (except playfield size, level name, level author and template flag)
176 * added handling of gravity ports when converting Supaplex style R'n'D
177 levels to native Supaplex levels for playing with Supaplex engine
180 * fixed bug in Supaplex engine regarding initial screen scroll position
183 * fixed EMC style pushing animations in the R'n'D graphics engine (when
184 using ".2nd_movement_tile" for animations having start and end tile)
185 * for this to work (look) properly for two-tile pushing animations with
186 non-black (i.e. opaque) background, the pushing graphics drawing order
187 was changed to first draw the pushed element, then the player (maybe
188 this should be controlled by an ".anim_mode" flag yet to be added)
189 * two-tile animations for moving or pushing should have 7 frames for
190 normal speed, 15 frames for half speed etc. to display correct frames
191 * two-tile animations are also displayed correctly with different speed
192 settings for the player (for pushing animations) or moving elements
195 * added searching for template level (file "template.level") not only
196 inside the level set directory, but also in above level directories;
197 this makes is possible to use the same single template level file
198 (placed in a level group directory) for many level sub-directories
201 * fixed bug with steel exit being destructible during opening phase
202 * added token "special_flags" to "levelinfo.conf" (currently with the
203 only recognized value "load_xsb_to_ces", doing the same as the flag
204 "-Dload_xsb_to_ces" on the command line, but as a permanent flag for
205 converting all elements in native (XSB) Sokoban level files to CEs)
208 * fixed some problems with Supaplex engine when compiling for Windows
211 * added special mode to convert elements of Sokoban XSB levels to CEs
212 by adding "-Dload_xsb_to_ces" to the command line starting the game
213 (also adding a dependency to a template level file "template.level")
216 * added reading native Sokoban levels and level packages (XSB files)
219 * fixed bugs in (auto)scrolling behaviour when passing ports or when
220 wrapping around the playfield through "holes" in the playfield border
223 * changed internal playfield bitmap handling from playfield sized bitmap
224 to screen sized bitmap (visible scrolling area), therefore speeding up
225 graphics operations (by eliminating bitmap updates in invisible areas)
226 and removing playfield size limitations due to increasing bitmap size
227 for larger playfield sizes (while the new implementation always uses
228 a fixed playfield bitmap size for arbitrary internal playfield sizes)
231 * fixed bug with single step mode (there were some cases where the game
232 did not automatically return to pause mode, e.g. when trying to push
233 things that cannot be pushed or when trying to run against a wall)
236 * added support for loading Supaplex levels in MPX level file format
239 * fixed SP engine to set "game over" not before lead out counter done
242 * fixed (potential) compile error when using GCC option "-std=gnu99"
243 (thanks to Tom "spot" Callaway)
246 * fixed array allocation in native Supaplex engine to correctly handle
247 preceding scratch buffers (needed because of missing border checking)
248 * fixed playfield initialization to correctly add raw header bytes as
249 subsequent scratch buffer (needed because of missing border checking)
252 * most important parts of native Supaplex engine integration working:
253 - native Supaplex levels can be played in native Supaplex engine
254 - native Supaplex level/demo files ("*.sp" files) can be re-played
255 - all 111 classic original Supaplex levels automatically solvable
256 - native Supaplex engine can be selected and used from level editor
257 - logic of re-playing Supaplex demos migrated to R'n'D tape logic
260 * fixed another translation problem from VisualBasic to C (where "int"
261 should be "short") causing unsolvable demos with bugs and terminals
262 ("bugs" being related to the Supaplex "buggy base" element here ;-) )
265 * fixed bug when reading Supaplex single level files (preventing loader
266 from seeking to level position like in Supaplex level package files)
269 * first classic Supaplex level running and solved by solution/demo tape
272 * started with integration of native Supaplex engine, using source code
273 of Megaplex from Frank Schindler, based on original Supaplex engine
276 * version number set to 3.2.6.2
279 * version 3.2.6.1 released
282 * fixed bug with element_info[e].gfx_element not being initialized in
283 early game stage, causing native graphics in EMC level sets to be
284 mapped completely to EL_EMPTY (causing a blank screen when playing)
285 (this only happened when starting the program with an EMC set with
286 native graphics, but not when switching to such a set at runtime)
289 * deactivated blit-to-same-surface workaround again (see 2009-03-24)
290 and using self-compiled, patched SDL.dll that solves this problem
291 (interim solution until release of SDL 1.2.14 that should fix this)
294 * extended backwards compatibility mode to allow already fixed bug with
295 change actions (see "2008-02-05") for existing levels (especially the
296 Zelda and Zelda II levels and other cool stuff by Alan Bond like FMV)
299 * reactivated workaround to prevent program crashes due to blitting to
300 the same SDL surface that apparently only occurs on Windows systems
301 (this is no final solution; this problem needs further investigation)
304 * version number set to 3.2.6.1
307 * version 3.2.6.0 released
310 * fixed behaviour of player option "no centering when relocating" which
311 was incorrect when disabled and relocation target inside visible area
312 and "no scrolling when relocating" enabled at the same time
315 * fixed problems with re-mapping players on playfield to input devices:
316 previously, players found on the level playfield were changed to the
317 players connected to input devices (for example, player 3 in the level
318 was changed to player 1 (using artwork of player 3, to be able to use
319 a player with a different color)); this had the disadvantage that CE
320 conditions using player elements did not work (because the players in
321 the level definition are different to those effectively used in-game);
322 the new system uses the same player elements as defined in the level
323 playfield and re-maps the input devices of connected players to the
324 corresponding player elements when playing the level (in the above
325 example, player 3 now really exists in the game and is moved using the
326 events from input device 1); level tapes still store the events from
327 input devices 1 to 4, which are then re-mapped to players accordingly
328 when re-playing the tape (just as it is done when playing the level)
331 * fixed bug with player relocation while the player switches an element
334 * fixed bug with EM/DC style exit and EM/DC style steel exit which was
335 not walkable (and did not let the player enter) when in process of
336 opening, but not fully open yet (which can cause the player not being
337 able to enter the exit in EM/DC style levels in time)
340 * fixed some bugs regarding the new level/CE random seed reset options
343 * moved "level settings" and "editor settings" to two tabbed screens in
344 level editor to gain space for additional level property settings
345 * added level setting to start a level with always the same random seed
346 * added CE action "set random seed" to re-initialize random seed in game
347 (this is the only CE action that gets executed before the CE changes,
348 which is needed to use the newly set random seed during the CE change)
351 * fixed redraw problem of special editor door when playing from editor
354 * fixed initialization of gfx_element for level sketch image creation
357 * added switch for EM style dynamite "[ ] explodes with chain reaction"
358 (with default set to "on" for existing levels, but "off" for all new
359 levels), as EM style dynamite does not chain-explode in original EM
362 * added optional initial inventory for players (pre-collected elements)
363 * added change page actions "set player inventory" and "set CE artwork"
364 * added recognition of "player" parameter on change pages when player
365 actions are defined, but no trigger player in corresponding condition
366 (this resulted in actions that only affected the first player before)
367 * fixed bug with change actions being executed for newly created custom
368 elements resulting from custom element changes, when the intention was
369 only to check for change actions for the previous custom element
372 * changed design and size of element drawing area in level editor
373 * added "element used as action parameter" to element change actions
376 * added possibility to reanimate player immediately after his death
377 (for example, by "change to <player> when explosion of <player>")
380 * fixed bug with "gray" white door not being uncovered by magnifier
381 * added score for collecting (any) key to the white key config page
384 * added condition "deadly when <getting hit by>" for custom elements
385 that behaves a bit like the existing "deadly when <colliding with>",
386 but with the following differences:
387 - it only kills players or friends when it was moving before it hits
388 - it does not kill players or friends that try to run into it
391 * fixed the following change conditions where a player element is used
392 as the "element that is triggering the custom element change":
395 - explosion of <element>
397 (the last two conditions already worked partially, but only for the
398 first player, and not for the "Murphy" player when using "move of")
401 * fixed crash bug caused by accessing invalid element (with value -1)
402 in UpdateGameControlValues()
403 * fixed graphical bug when using two-tile movement animations with EMC
404 game engine without explicitly using native EMC graphics engine
407 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
408 try to push something (due to push delay) does not cause a dig action
411 * fixed bug with reference elements used as trigger elements on custom
412 element change pages not being recognized
413 * fixed bug with reference elements not being removed from the playfield
414 * added engine functionality that allows custom elements that "can dig"
415 other elements not only to do so when moving by themselves, but also
416 when being pushed by the player (therefore adding the functionality to
417 push one element over another element, replacing it with the new one)
420 * added command line function to write level sketch images to directory
423 * merged override and auto-override options into new override options
424 with a new data type than can take the values "no", "yes" and "auto"
427 * fixed growing steel wall to also leave behind steel wall instead of
428 normal, destructible wall
429 * fixed handling of rocks falling through stacks of quicksand with
430 different speed (before, the rocks just got stuck in the quicksand)
433 * fixed nasty bug with auto-override and normal override not working on
434 program startup (especially when current level set has custom artwork)
437 * version 3.2.5 released as special edition "R'n'D jue"
440 * fixed X11 crash bug when blitting masked title screens over background
443 * changed build system to support special editions (like "R'n'D jue")
444 * added (hardcoded) loading graphics for "R'n'D jue" special edition
445 * fixed X11 crash bug when scaling images with width/height less than 32
448 * added "background.PLAYING" (only visible as two-pixel border in game)
449 * added default level set for first start of special R'n'D version
450 * changed door animations for editor always behaving like "quick doors"
453 * added new custom artwork setup option "auto-override non-CE sets" for
454 automatic artwork override that is only used for level sets without
455 custom element artwork (as it does not make much sense to override
456 any artwork that redefines custom element artwork for sets using CEs)
457 * fixed default artwork for "special" R'n'D versions always using the
458 "classic" artwork as the base if base artwork is not explicitly
459 defined in "levelinfo.conf", regardless of different default artwork
460 used by the special R'n'D version -- this is needed because any such
461 custom artwork is designed using the "classic" artwork definitions as
462 the base (including menu definitions and screen positions etc., which
463 would otherwise be taken from the different special default artwork)
466 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
467 for both EMC and R'n'D graphics engine (heavy workarounds needed due
468 to massively broken handling of quicksand in R'n'D game engine)
469 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
470 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
473 * fixed small bug in toon drawing (introduced when fixing the crash bug)
476 * added graphics definition "game.panel.highscore" to display the
477 current levels current high score in the game panel
480 * version number set to 3.2.5
483 * version 3.2.4 released
486 * fixed crash bug in toon drawing functions for large step offset values
489 * fixed some problems with displaying game panel when quick-loading tape
492 * fixed (experimental only) redrawing of every tile per frame (even if
493 unneeded) for the extended (R'n'D based) EMC graphics engine
494 * added optimization to only calculate element count for panel display
495 if really needed (that is, if element count values defined on panel)
496 * fixed problem with special editor door redraw when entering main menu
499 * fixed bug with displaying background for title messages on info screen
500 * some code cleanup for the extended (R'n'D based) EMC graphics engine
503 * fixed bug with CE action "move player" always resulting in player 4
504 if there was a CE action with no trigger player (because the player
505 element was calculated by using log_2() from trigger player bits with
506 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
507 triggering player bit mask and handling all players in "move player"
508 * fixed bug when defined artwork cannot be found for artwork that has
509 default artwork cloned from other artwork (without default filename)
510 * added several fixes to the extended (R'n'D based) EMC graphics engine
513 * fixed broken editor copy and paste for custom elements between levels
516 * title messages are now also searched in graphics artwork directory;
517 those found in graphics directory have precendence over those found
518 in level directory -- this handles title messages stored in graphics
519 directories as part of the artwork set, just like title images; this
520 makes sense, as corresponding special font definitions for messages
521 are usually defined in the same graphics artwork directory, and also
522 because title images and title messages that are combined in a level
523 set introduction should usually not be separated when the level set
524 is used with a different artwork set (e.g. using "override graphics")
525 * fixed problem with door borders on main screen by first drawing doors
526 and then the corresponding border masks, but not vice versa
527 * fixed problem with artwork config entries using the value "[DEFAULT]";
528 this does not what one might expect, but sets the value to an invalid
529 value -- solution: simply ignore such entries, which results in this
530 value keeping its previous (real) default value (in general, entries
531 that should use their default value should just not be defined here)
532 * fixed problem with wrong fading area size from main menu to setup menu
535 * fixed problem with broken crumbled graphics after level set changes
536 when using R'n'D custom artwork with level sets using the EMC engine
539 * fixed invisible "joysticks deactivated ..." text on setup input screen
542 * added use of hashes created from static lists (element tokens, image
543 config, font tokens) to speed up lookup of configuration parameters
544 * fixed bug where element and graphic config token lookup was mixed up
547 * added "busy" animation when initializing program and loading artwork
548 * added initialization profiling for program startup (debugging only)
551 * fixed(?) very strange bug apparently triggered by memset() when code
552 was cross-compiled with MinGW cross-compiler for Windows XP platform
553 (this only happened when using SDL.dll also self-compiled with MinGW)
556 * added graphics engine directive "border.draw_masked_when_fading" that
557 enables/disables drawing of border mask over screen that is just faded
560 * fixed small problem with separate fading definition for game screen
563 * added additional configuration directives for setup screen draw offset
564 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
565 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
566 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
567 used to define draw offset on custom artwork selection screens and
568 "CHOOSE_OTHER" is used on all other list style selection screens, like
569 choosing game speed or screen mode for fullscreen mode)
570 * added additional configuration directives to define main menu buttons:
571 - menu.button_name and menu.button_name.active
572 - menu.button_levels and menu.button_levels.active
573 - menu.button_scores and menu.button_scores.active
574 - menu.button_editor and menu.button_editor.active
575 - menu.button_info and menu.button_info.active
576 - menu.button_game and menu.button_game.active
577 - menu.button_setup and menu.button_setup.active
578 - menu.button_quit and menu.button_quit.active
579 * added eight pure decoration graphic definitions for the game panel
582 * added support for accessing native Diamond Caves II level packages
583 * fixed displaying of game panel values for Emerald Mine game engine
584 * fixed displaying end-of-level time and score values on new game panel
587 * added game panel control to display arbitrary elements on game panel
588 * added game panel control to display custom element score (globally
589 unique for identical custom elements) either as value or as element
590 * added ".draw_masked" and ".draw_order" to game panel control drawing
593 * fixed some general bugs with handling of ".active" elements and fonts
596 * cleanup of game panel elements (some elements were not really needed)
597 * added displaying of gravity state (on/off) as new game panel control
598 * added animation for game panel elements (similar to game elements)
601 * added new pseudo game mode "PANEL" to define panel fonts and graphics
602 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
603 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
604 (else graphics would have to use ".PLAYING", which would be confusing)
605 * fixed bug when fading out to game screen with border mask defined
608 * added attribute ".tile_size" for element style game panel controls
611 * added <space> key as additional valid key to use for confirm requester
614 * improved menu fading, adding separate fading definitions for entering
615 and leaving a "content" screen (in general), and optional definitions
616 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
619 * added (currently invisible) setup option to define scroll delay value
620 * fixed small bug in priority handling when auto-detecting level start
621 position in levels without player element (but player from CE etc.)
622 * added option "game.forced_scroll_delay_value" to override user choice
623 of scroll delay value for certain level sets with "graphicsinfo.conf"
624 * replaced setup option "scroll delay: on/off" by new setup option that
625 directly allows selecting the desired scroll delay value from 0 to 8
628 * added displaying of most game panel control elements (not animated)
631 * added new configuration directives to display additional game engine
632 values on the game control panel, like the following examples:
633 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
634 - game.panel.penguins - number of penguins to rescue
635 - game.panel.level_name - level name of current level
638 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
641 * added new player option "no centering when relocating" for "invisible"
642 teleportations to level areas that look exactly the same, giving the
643 illusion that the player did not relocate at all (this was the default
644 since 3.2.3, but caused visual problems with room creation in "Zelda")
645 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
648 * improved menu fading, adding separate fading definitions for entering
649 and leaving a menu and for fading between menu and "content" screens
650 * fixed small bug with recognizing also ".font_xyz" style definitions
653 * improved menu fading, adding separate fading definitions for fading
654 between menu screens and fading between menu and "destination" screens
657 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
658 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
659 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
660 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
662 * improved title fading, allowing fading animation types "none", "fade"
663 and "crossfade" (including cross-fading of last title to main menu)
666 * added configurability of graphics, sounds and music for title screens,
667 which are separated into initial title screens (only shown once at
668 program startup) and title screens shown for a given level set; these
669 title screens can be composed of up to five title images and up to
670 five title text messages (each drawn using an optional background
671 image), also using background music and/or sounds; aspects like
672 background images, sounds and music of title screens can either be
673 defined generally (valid for all title screens) or specifically (and
674 therefore differently for each title screen) using these directives:
676 to define a background image, sound or music file for all screens:
677 - background.TITLE_INITIAL (for all title screens for game startup)
678 - background.TITLE (for all title screens for level sets)
680 to define a background image, sound or music file for a single screen:
681 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
682 - background.titlescreen_x (with x in 1,2,3,4,5)
683 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
684 - background.titlemessage_x (with x in 1,2,3,4,5)
686 to define the title screen images:
687 - titlescreen_initial_x (with x in 1,2,3,4,5)
688 - titlescreen_x (with x in 1,2,3,4,5)
690 to define the title text messages, place text files into the level set
691 directory that have the following file names:
692 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
693 - titlemessage_x.txt (with x in 1,2,3,4,5)
695 to define the properties of the text messages, either use directives
696 that affect all text messages:
697 - [titlemessage_initial].<suffix>
698 - [titlemessage].<suffix>
699 or use directives that affect single text messages:
700 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
701 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
703 valid values for <suffix> are the same as for readme.<suffix> below;
704 use ".sort_priority" (default: 0) to define an arbitrary order for
705 title images and title messages (which can therefore be mixed)
708 * added full configurability of "readme.txt" screen appearance:
709 - readme.x: <left position used with alignment>
710 - readme.y: <top position>
711 - readme.width: <maximim text width in pixels>
712 - readme.height: <maximum text height in pixels>
713 - readme.chars: <maximum number of chars per line>
714 - readme.lines: <maximum number of lines displayed>
715 - readme.align: left,center,right (default: center)
716 - readme.top: top,middle,bottom (default: top)
717 - readme.font: font name
718 - readme.autowrap: true,false (default: true)
719 - readme.centered: true,false (default: false)
720 - readme.parse_comments: true,false (default: true)
721 - readme.sort_priority: (not used here, but only for title screens)
722 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
723 default), they are automatically determined from "readme.width" and
724 "readme.height" accordingly; when they are not "-1", they have
725 precedence over "readme.width" and "readme.height"
726 * added internal ad-hoc config settings for displaying text files like
727 title messages or "readme.txt" style level set info files:
728 - .font: font name (default: readme.font)
729 - .autowrap: true,false (default: readme.autowrap)
730 - .centered: true,false (default: readme.centered)
731 - .parse_comments: true,false (default: readme.parse_comments)
732 (the leading '.' and the separating ':' are mandatory here); to use
733 these ad-hoc settings, they have to be written inside a comment, like
734 "# .autowrap: false" or "# .centered: true"; these settings then
735 override the above global settings (they can even be used more than
736 once, like "# .centered: true", then some text that should be drawn
737 centered, then "# .centered: false" to go back to non-centered text;
738 important note: after using "# .parse_comments: false", or when using
739 "readme.parse_comments: false", detecting and parsing comments inside
740 the file is disabled and comments are just printed like normal text;
741 also be aware that all automatic text size calculations are done with
742 the font defined in "readme.font", while using different fonts using
743 "# .font: <font>" inside the text file may cause unexpected results
746 * changed some numerical limits in the level editor from 255 to 999
749 * added option "system.sdl_videodriver" to select SDL video driver
750 * added output of SDL video and audio driver to "version info" page
753 * added group element drawing to IntelliDraw drawing functions
754 * fixed animation resetting problem again (last try broke Snake Bite)
755 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
758 * added new (special) "include: <filename>" directive that works in all
759 configuration files (like "graphicsinfo.conf") and that has the same
760 effect as if that directive would be replaced with the content of the
761 specified file (this can be useful to split large configuration files
762 into several smaller ones and include them from one main file, or to
763 store configuration settings that always stay the same into a separate
764 file, while including it and only add those parts that really change)
767 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
770 * fixed bug in "InitMovingField()" where treating an integer array as
771 boolean caused wrong resetting of animations while elements are moving
772 * fixed problem with resetting animations when starting element change
775 * added sort priority for order of title screens and title messages
778 * changed end of game again: do not wait for the user to press a key
779 anymore, but directly ask/confirm tape saving and go to hall of fame
780 * re-enabled quitting of lost game by pressing space or return again
781 * added blanking of mouse pointer when displaying title screens
782 * added remaining menu draw offset definitions for info sub-screens
785 * added setup option to select game speed (from very slow to very fast)
786 * improved handling of title text messages (initial and for level set)
789 * added new options "auto-wrap" and "centered" for DC2 style envelopes
792 * fixed displaying and typing of player name when it is centered
793 * added special characters to be allowed for player name (not only A-Z)
796 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
797 (newer versions of the SDL library seem to not like this anymore)
800 * added code for configuration directives for control of game panel
803 * fixed small cosmetical bug with underlining property tabs in editor
806 * fixed small drawing bug in X11FadeRectangle
807 * added new elements for newly supported Diamond Caves II levels:
808 - EM/DC style exits that disappear after passing
809 - white key and gate (one white key needed for each white gate)
810 - fake gate (there is no key to open/pass this kind of gate!)
811 - extended magic wall which also handles pearls and crystals
815 * changed maximum value for endless loop detection to a higher value
816 (some levels really used very deep recursion without being endless)
819 * added new elements for newly supported Diamond Caves II levels:
820 - growing steel walls
821 - snappable land mine
824 * added new elements for newly supported Diamond Caves II levels:
825 - steel text elements
828 * added level file loader for native Diamond Caves II levels
831 * version number set to 3.2.4
834 * version 3.2.3 released
837 * fixed malloc/free bug when updating EMC artwork entries in level list
838 * added workaround (warning and request to quit the current game) when
839 changing elements cause endless recursion loop (which would otherwise
840 freeze the game, causing a crash-like program exit on some systems)
843 * fixed nasty string overflow bug when entering too long envelope text
846 * added feedback sounds for menu navigation "menu.item.activating" and
847 "menu.item.selecting" (for highlighting and executing menu entries)
850 * improved "no scrolling when relocating" to also consider scroll delay
851 (meaning that the player is not automatically centered in this case;
852 this makes it possible to "invisibly" relocate the player to a region
853 of the level playfield which looks the same as the old level region)
854 * fixed bug with not recognizing "main.input.name.align" when active
857 * fixed bug with displaying masked borders over title screens when
858 screen fading is disabled
861 * fixed infinite loop / crash bug when killing the player while having
862 a CE with the setting "kill player X when explosion of <player X>"
863 * added special editor graphic for "char_space" to distinguish it from
864 "empty_space" when editing a level (in-game graphics still the same)
867 * fixed nasty bug with initialization only done for the first player
870 * small change to handle loading empty element/content list micro chunks
873 * uploaded pre-release (test) version 3.2.3-0 binary and source code
876 * some optimizations on startup speed by reducing initial text output
879 * added caching of custom artwork information for faster startup times
882 * fixed graphical bug when using fewer menu entries on level selection
883 screen than usual (with "menu.list_size.LEVELS" directive)
884 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
885 the backbuffer to the backbuffer by error (with identical rectangle)
888 * fixed bug when displaying titlescreen with size less than element tile
889 * fixed bug that caused elements with "change when digging <e>" event
890 to change for _every_ digged element, not only those specified in <e>
891 * fixed bug that caused impact style collision when dropping element one
892 tile over the player that can both fall down and smash players
893 * fixed bug that caused impact style collision when element changed to
894 falling/smashing element over the player immediately after movement
897 * fixed bug that allowed making engine snapshots from the level editor
900 * fixed bugs with player name and current level positions on main screen
903 * added configuration directives for control of title screens:
904 - "title.fade_delay" for fading time
905 - "title.post_delay" for pause between screens (when not crossfading)
906 - "title.auto_delay" to automatically continue after some time
907 these settings can each be overridden by specifying them with titles:
908 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
909 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
910 fading mode can also be specified:
911 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
912 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
913 default is using normal fading for menues and initial title screens,
914 while using cross-fading for level set title screens
915 * fixed bug with background not drawn in Hall of Fame after game was won
918 * added configuration directives for the remaining main menu items
921 * added additional configuration directives for info screen draw offset:
922 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
923 * added additional configuration directives for preview info text
924 * limited mouse wheel sensitive screen area to scrollable screen area
927 * added highlighted menu text entries to menu navigation when selected
930 * fixed bug that prevented player from correctly being created in the
931 top left corner by a custom element change in a level without player
932 * fixed bug that prevented player from being killed when indestructible,
933 non-walkable element is placed on player position by extended change
934 * added configurable menu button, text and input positions to main menu
937 * added page fading effects for remaining info sub-screens
938 * fixed small bug that caused some delays when answering door request
941 * added directives "border.draw_masked.*" for menu/playfield area and
942 door areas to display overlapping/masked borders from "global.border"
945 * fixed bug with CE with move speed "not moving" not being animated
946 * when changing player artwork by CE action, reset animation frame
949 * fixed bug with not unmapping main menu screen gadgets on other screens
950 * fixed bug with un-pausing a paused game by releasing still pressed key
951 * fixed bug with not redrawing screen when toggling to/from fullscreen
952 mode while fast reloading tape (without redrawing playfield contents)
953 * fixed bug with quick-saving tape snapshot despite answering with "no"
956 * version number set to 3.2.3
959 * version 3.2.2 released
962 * fixed bug with redrawing screen in fullscreen mode after quick tape
963 reloading when using the EMC game engine
964 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
967 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
970 * added engine snapshot functionality for instant tape reloading (this
971 only works for the last tape saved using "quick save", and does not
972 work across program restarts, because it completely works in memory)
975 * version number set to 3.2.2
978 * version 3.2.1 released
981 * fixed nasty bugs with handling error message file on Mac OS X systems
984 * general code cleanup (removing many annoying "#if 0" blocks etc.)
987 * fixed bug that caused broken tapes when manually appending to tapes
988 using the "pause before death" functionality, followed by recording
989 * added setup option to disable fading of screens for faster testing
992 * code cleanup of new fading functions
995 * changed behaviour after solved game -- do not immediately stop engine
996 * added some more smooth screen fadings (game start, hall of fame etc.)
999 * fixed bug with displaying pushed CE with value/score/delay anim_mode
1002 * added configurable level preview position, tile size and dimensions
1003 * added configurable game panel value positions (gems, time, score etc.)
1006 * fixed small bug with time displayed incorrectly when collecting CEs
1009 * fixed bug with bumpy scrolling with EM engine in double player mode
1012 * added compatibility code to fix "Snake Bite" style levels that were
1013 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
1016 * fixed bug with scrollbars inside editor when using the Windows mouse
1017 enhancement tool "True X-Mouse" (which injects key events to the event
1018 queue to insert selected stuff into the Windows clipboard, which gets
1019 confused with the "Insert" key for jumping to the last editor cascade
1020 block in the element list)
1021 * added Rocks'n'Diamonds icon for use as window icon to SDL version
1022 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
1025 * added selection of preferred fullscreen mode to setup / graphics menu
1026 (useful if default mode 800 x 600 does not match screen aspect ratio)
1029 * improved down-scaling of images for better editor and preview graphics
1030 * changed user data directory for Mac OS X from Unix style to new place
1033 * improved level number selection in main menu and player selection in
1034 setup menu (input devices section) by using standard button gadgets
1035 * added support for mouse scroll wheel (caused buggy behaviour before)
1036 * added support for scrolling horizontal scrollbars with mouse wheel by
1037 holding "Shift" key pressed while scrolling the wheel
1038 * added support for single step mouse wheel scrolling by holding "Alt"
1039 key pressed while scrolling the wheel (can be combined with "Shift")
1040 * changed output file "stderr.txt" on Windows platform now always to be
1041 created in the R'n'D sub-directory of the personal documents directory
1042 * added Windows message box to direct to "stderr.txt" after error aborts
1045 * improved general scrollbar handling (when jump-scrolling scrollbars)
1048 * changed scrollbars to always show last line as first after scrolling
1049 (that means jumping n - 1 screen lines instead of n screen lines)
1052 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
1053 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
1054 * fixed special handling of vertically stacked acid becoming fake acid
1057 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
1058 affect multiple instances of the same CE, although this kind of
1059 change condition usually only affects one single custom element
1062 * version number set to 3.2.1
1065 * version 3.2.0 released
1068 * reorganized level editor element list a bit to match engines better
1071 * fixed newly introduced bug with wrongly initializing clipboard element
1074 * fixed bug with displaying visible/invisible level border in editor
1077 * reorganized some elements in the level editor element list
1080 * fixed bug with displaying any player as "yellow" when moving into acid
1081 * fixed bug with displaying running player when player stopped at border
1084 * fixed bug with player exploding when moving into acid
1085 * fixed bug with level settings being reset in editor and when playing
1086 (some compatibility settings being set not only after level loading)
1087 * fixed crash bug when number of custom graphic frames was set to zero
1088 * fixed bug with teleporting player on walkable tile not working anymore
1089 * added partial compatibility support for pre-release-only "CONF" chunk
1090 (to make Alan Bond's "color cycle" demo work again :-) )
1093 * fixed some bugs when displaying title screens from info screen menu
1094 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
1097 * changed file major version to 3 to reflect level file format changes
1098 * uploaded pre-release (test) version 3.2.0-8 binary and source code
1101 * added new chunk "NAME" to level file format for level name settings
1102 * added new chunk "NOTE" to level file format for envelope settings
1103 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
1104 * updated magic(5) file to recognize changed and new level file chunks
1105 * removed change events "change when CE value/score changes" as unneeded
1108 * changed gravity (which only affects the player) from level property
1109 to player property (only makes a difference in multi-player levels)
1110 * added change events "change when CE value/score changes"
1111 * added change events "change when CE value/score changes of <element>"
1114 * added new chunk "INFO" to level file format for global level settings
1115 * added all element settings from "HEAD" chunk to "CONF" chunk
1116 * added all global level settings from "HEAD" chunk to "INFO" chunk
1119 * changed level file format by adding two new chunks "CUSX" (for custom
1120 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
1121 elements, replacing the previous "GRP1" chunk); these new IFF style
1122 chunks use the new and flexible "micro chunks inside chunks" technique
1123 already used with the new "CONF" chunk (for normal element properties)
1124 which makes it possible to easily extend the existing level format
1125 (instead of using fixed-length chunks like before, which are either
1126 too big due to reserved bytes for future use, or too small when those
1127 reserved bytes have all been used and even more data should be stored,
1128 requiring the replacement by new and larger chunks just like it went
1129 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
1132 * added credits pages to the "credits" section that were really missing
1133 * added some missing element descriptions to the level editor
1134 * added down position of switchgate switch to the level editor
1135 and allowed the use of both switch positions at the same time
1136 * changed use of "Insert" and "Delete" keys to navigate element list in
1137 level editor to start of previous or next cascading block of elements
1140 * added the possibility to view the title screen to the info screen menu
1141 * fixed some minor bugs with viewing title screens
1144 * fixed bug with title (cross)fading in/out when using fullscreen mode
1147 * fixed bug that forced re-defining of menu settings in local graphics
1148 config file which are already defined in existing base config file
1149 * fixed small bug that caused door sounds playing when music is enabled
1152 * added the possibility to define up to five title screens for each
1153 level set that are displayed after loading using (cross)fading in/out
1154 (this was added to display the various start images of the EMC sets)
1157 * added "CE score gets zero [of]" to custom element trigger conditions
1158 * added setup option to display element token name in level editor
1161 * added compatibility code for Juergen Bonhagen's menu artwork settings
1164 * fixed bug with displaying wrong animation frame 0 after CE changes
1165 * fixed bug with creating invisible elements when light switch is on
1168 * added selection between ECS and AGA graphics for EMC levels to setup
1171 * adjusted font handling for various narrow EMC style fonts
1174 * changed EM engine behaviour back to re-allow initial rolling springs
1177 * fixed handling of over-large selectboxes (less error-prone now)
1178 * fixed bug when creating GE with walkable element under the player
1181 * added use of "Insert" and "Delete" keys to navigate element list in
1182 level editor to start of custom elements or start of group elements
1183 * added virtual elements to access CE value and CE score of elements:
1184 - "CE value of triggering element"
1185 - "CE score of triggering element"
1186 - "CE value of current element"
1187 - "CE score of current element"
1190 * fixed "grass" to "sand" in older EM levels (up to file version V4)
1193 * changed behaviour of network games with internal errors (because of
1194 different client frame counters) from immediately terminating R'n'D
1195 to displaying an error message requester and stopping only the game
1196 (also to prevent impression of crashes under non command-line runs)
1197 * fixed playing network games with the EMC engine (did not work before)
1198 * fixed bug with not scrolling the screen in multi-player mode with the
1199 focus on player 1 when all players are moving in different directions
1200 * fixed bug with keeping pointer to gadget even after its deallocation
1201 * fixed bug with allowing "focus on all players" in network games
1202 * fixed bug with player focus when playing tapes from network games
1205 * uploaded pre-release (test) version 3.2.0-7 binary and source code
1208 * code cleanup for game action control for R'n'D and EMC game engine
1211 * fixed bug in multi-player movement with focus on both players
1212 * added option to control only the focussed player with all input
1215 * added player focus switching to level tape recording and re-playing
1218 * fixed some bugs in player focus switching in EMC and RND game engine
1221 * added special Supaplex animations for Murphy digging and snapping
1222 * added special Supaplex animations for Murphy being bored and sleeping
1225 * added four new yam yams with explicit start direction for EMC engine
1226 * fixed bug in src/libgame/text.c with printing text outside the window
1229 * fixed small bug in EMC level loader (copyright sign in EM II levels)
1232 * added delayed ignition of EM style dynamite when used in R'n'D engine
1233 * added limited movement range to EMC engine when focus on all players
1236 * fixed bug with missing (zero) score values for native Supaplex levels
1239 * added "continuous snapping" (snapping many elements while holding the
1240 snap key pressed, without releasing the snap key after each element)
1241 as a new player setting for more compatibility with the classic games
1244 * finished scrolling for "focus on all players" in EMC graphics engine
1247 * level sets with "levels: 0" are ignored for levels, but not artwork
1248 * fixed bug when scanning empty level group directories (endless loop)
1251 * fixed bug with explosion graphic for player using "Murphy" graphic
1252 * fixed bug with explosion graphic if player leaves explosion in time
1253 * changed some descriptive text in setup menu to use medium-width font
1254 * added key shortcut settings for switching player focus to setup menu
1257 * fixed bug with random value initialization when recording tapes
1258 * fixed bug with playing single player tapes when team mode activated
1261 * fixed little bug when trying to switch to player that does not exist
1264 * added player switching (visual and quick) to R'n'D and EM game engine
1265 * added setup option to select visual or quick in-game player switching
1268 * added use of "Home" and "End" keys to handle element list in editor
1271 * fixed bug with adding score when playing tape with EMC game engine
1272 * added steel wall border for levels using EMC engine without border
1273 * finally fixed delayed scrolling in EMC engine also for small levels
1276 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
1279 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
1280 * fixed bug when displaying info element without action, but direction
1283 * fixed minor graphical problems with springs smashing and slurping
1284 (when using R'n'D style graphics instead of EMC style graphics)
1287 * added scroll delay (as configured in setup) to EMC graphics engine
1290 * improved screen redraw for EMC graphics engine (faster and smoother)
1291 * when not scrolling, do not redraw the whole playfield if not needed
1294 * added multi-player mode for EMC game engine (with up to four players)
1297 * added android (can clone elements) from EMC engine to R'n'D engine
1300 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
1303 * added selectbox for initial player speed to player settings in editor
1306 * version 3.1.2 created that is basically version 3.1.1, but with a
1307 major bug fixed that prevented editing your own private levels
1308 * version 3.1.2 released
1311 * added magic ball (creates elements) from EMC engine to R'n'D engine
1314 * uploaded fixed pre-release version 3.2.0-6 binary and source code
1317 * fixed bug when using "CE can leave behind <trigger element>"
1318 * added new change condition "(after/when) creation of <element>"
1319 * added new change condition "(after/when) digging <element>"
1320 * fixed bug accessing invalid gadget that caused crashes under Windows
1321 * deactivated new possibility for multiple CE changes per frame
1324 * uploaded pre-release (test) version 3.2.0-6 binary and source code
1327 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
1328 * fixed bug with not keeping CE value for moving CEs with only action
1329 * changed CE action selectboxes in editor to be only reset when needed
1332 * added option "use artwork from element" for custom player artwork
1333 * added option "use explosion from element" for player explosions
1336 * added cascaded element lists in the level editor
1337 * added persistence for cascaded element lists by "editorcascade.conf"
1338 * added dynamic element list with all elements used in current level
1339 * added possibility for multiple CE changes per frame (experimental)
1342 * uploaded pre-release (test) version 3.2.0-5 binary and source code
1345 * changed "score for each 10 seconds/steps left" to "1 second/step"
1346 * added own score for collecting "extra time" instead of sharing it
1347 * added change events "switched by player" and "player switches <e>"
1348 * added change events "snapped by player" and "player snaps <e>"
1349 * added "set player artwork: <element choice>" to CE action options
1350 * added change event "move of <element>"
1353 * added "set player shield: off / normal / deadly" to CE action options
1354 * added new player option "use level start element" in level editor
1355 to set the correct focus at level start to elements from which the
1356 player is created later (this did not work before for cascaded CE
1357 changes resulting in creation of the player; it is now also possible
1358 to create the player from a yam yam which is smashed at level start)
1361 * added "set player speed: frozen (not moving)" to CE action options
1362 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
1365 * added new player option "block snap field" (enabled by default) to
1366 make it possible to show a snapping animation like in Emerald Mine
1369 * added dynamic selectboxes to custom element action settings in editor
1370 * added "CE value" counter for custom elements (instead of "CE count")
1371 * added option to use the last "CE value" after custom element change
1372 * added option to use the "CE value" of other elements in CE actions
1373 * fixed odd behaviour when pressing time orb in levels w/o time limit
1374 * added checkbox "use time orb bug" for older levels that use this bug
1377 * added missing configuration settings for the following elements:
1378 - EL_TIMEGATE_SWITCH (time of open time gate)
1379 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1380 - EL_SHIELD_NORMAL (time of shield duration)
1381 - EL_SHIELD_DEADLY (time of shield duration)
1382 - EL_EXTRA_TIME (time added to level time)
1383 - EL_TIME_ORB_FULL (time added to level time)
1386 * added "wind direction" as a movement pattern for custom elements
1387 * added initial wind direction for balloon / custom elements to editor
1388 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1391 * added parameters for "game of life" and "biomaze" elements to editor
1394 * added level file chunk "CONF" for generic level and element settings
1397 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1400 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1401 * added sound action ".page[1]" to ".page[32]" for each CE change page
1404 * added image config suffix ".clone_from" to copy whole image settings
1405 * fixed bug with invalid ("undefined") CE settings in old level files
1408 * fixed graphical bug with smashing elements falling faster than player
1411 * fixed major bug which prevented private levels from being edited
1412 * fixed bug with precedence of general and special font definitions
1415 * fixed graphical bug with player animation when player moves slowly
1418 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1421 * fixed bug which prevented "global.num_toons: 0" from working
1424 * major code cleanup (removed all these annoying "#if 0" blocks)
1427 * added custom element actions for CE change page in level editor
1430 * fixed music initialization bug in init.c (thanks to David Binderman)
1431 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1432 (this bug must probably be fixed at other places, too)
1435 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1436 (should be '#include <SDL.h>' instead)
1439 * fixed bug which prevented "walkable from no direction" from working
1440 (due to compatibility code overwriting this setting after loading)
1443 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1446 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1447 * version 3.1.1 released
1450 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1451 on 64-bit architecture systems with LP64 data model
1454 * fixed bug with bombs not exploding when hitting the last level line
1455 (introduced after the release of 3.1.0)
1458 * added support for dumping small-sized level sketches from editor
1461 * added recognition of "trigger element" for "change digged element to"
1462 (this is not really what the "trigger element" was made for, but its
1463 use may seem obvious for leaving back digged elements unchanged)
1466 * fixed multiple warnings about failed joystick device initialization
1469 * fixed bug with dynamite dropped on top of just dropped custom element
1470 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1471 dynamite can still be dropped, but drop key must be released before
1474 * fixed bug with wrong start directory when started from file browser
1475 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1478 * fixed bug causing "change when impact" on player not working
1479 * fixed wrong priority of "hitting something" over "hitting <element>"
1480 * fixed wrong priority of "hit by something" over "hit by <element>"
1483 * fixed graphical bug which caused the player (being Murphy) to show
1484 collecting animations although the element was collected by penguin
1487 * fixed two bugs causing wrong door background graphics in system.c
1488 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1491 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1492 * added "no direction" to "walkable/passable from" selectbox options
1495 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1496 * in tape autoplay, not only report broken, but also missing tapes
1499 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1502 * fixed small bug with "linear" animation not working for active lamp
1505 * fixed bug with moving up despite gravity due to "block last field"
1506 * fixed small bug with wrong draw offset when typing name in main menu
1507 * when reading user names from "passwd", ignore data after first comma
1508 * when creating new "levelinfo.conf", only write some selected entries
1511 * fixed displaying "imported from/by" on preview with empty string
1512 * fixed ignoring draw offset for fonts used for level preview texts
1515 * fixed a delay problem with SDL and too many mouse motion events
1516 * added setup option "skip levels" and level skipping functionality
1519 * added move speed "not moving" for non-moving CEs, but with direction
1522 * fixed mapping of obsolete element token names in "editorsetup.conf"
1523 * fixed bug with sound "acid.splashing" treated as a loop sound
1524 * fixed some little sound bugs in native EM engine
1527 * fixed small bug when dragging scrollbars to end positions
1530 * added editor element descriptions written by Aaron Davidson
1533 * improved fallback handling when configured artwork is not available
1534 (now using default artwork instead of exiting when files not found)
1537 * fixed bug on level selection screen when dragging scrollbar
1540 * fixed bug which caused broken tapes when appending to EM engine tapes
1543 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1546 * added code to replace changed artwork config tokens with other tokens
1547 (needed for backwards compatibility, so that older tokens still work)
1550 * added native R'n'D graphics for some new EMC elements in EM engine
1553 * fixed some bugs in the EM engine integration code
1554 * changed EM engine code to allow diagonal movement
1555 * changed EM engine code to allow use of separate snap and drop keys
1558 * fixed some redraw bugs when using EM engine
1561 * fixed bug with not converting RND levels which are set to use native
1562 engine to native level structure when loading
1565 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1568 * version number set to 3.2.0
1571 * level data now reset to defaults after attempt to load invalid file
1574 * added use of "editorsetup.conf" for different level sets
1577 * added auto-detection for various types of Emerald Mine level files
1580 * fixed bug with scrollbars getting too small when list is very large
1583 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1586 * added most level editor configuration gadgets for new EMC elements
1589 * added more element and graphic definitions for new EMC elements
1592 * modified native EM engine to use integrated R'n'D sound system
1595 * added SDL support to graphics functions in native EM engine
1596 (by always using generic libgame interface functions)
1599 * fixed bug in frame synchronization in native EM engine
1602 * added code to convert levels between R'n'D and native EM engine
1605 * new Emerald Mine engine can now play levels selected in main menu
1608 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1609 (which creates scaled down graphics for level editor and preview);
1610 there's still a memory leak somewhere in the artwork handling code
1611 * added "scale image up" functionality to X11 version of zoom function
1614 * first attempts to integrate new, native Emerald Mine Club engine
1617 * fixed bug in gadget code which caused reset of CEs in level editor
1618 (example: pressing 'b' [grab brush] on CE config page erased values)
1619 (solution: check if gadgets in ClickOnGadget() are really mapped)
1620 * improved level change detection in editor (settings now also checked)
1621 * fixed bug with "can move into acid" and "don't collide with" state
1624 * fixed maze runner style CEs to use the configured move delay value
1627 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1630 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1631 * fixed the above fix because it broke level set "machine" (*sigh*)
1632 * fixed random element placement in level editor to work as expected
1633 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1636 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1639 * fixed bug (missing array boundary check) which caused broken tapes
1640 * fixed bug (when loading level template) which caused broken levels
1641 * fixed bug with new block last field code when using non-yellow player
1644 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1645 * internal change of how the player blocks the last field when moving
1646 * fixed blocking delay of last field for EM and SP style block delay
1647 * fixed bug where the player had to wait for the usual move delay after
1648 unsuccessfully trying to move, when he directly could move after that
1649 * the last two changes should make original Supaplex level 93 solvable
1650 * improved use of random number generator to make it less predictable
1651 * fixed behaviour of slippery SP elements to let slip left, then right
1654 * fixed bug with wrong door state after trying to quickload empty tape
1655 * fixed waste of static memory usage of the binary, making it smaller
1656 * fixed very little graphical bug in Supaplex explosion
1659 * version number set to 3.1.1
1662 * version 3.1.0 released
1665 * fixed bug with crash when writing user levelinfo.conf the first time
1668 * added option "convert LEVELDIR [NR]" to command line batch commands
1669 * re-converted Supaplex levels to apply latest engine fixes
1670 * changed "use graphic/sound of element" to "use graphic of element"
1671 due to compatibility problems with some levels ("bug machine" etc.)
1674 * fixed bug with CE change replacing player with same or other player
1677 * fixed bug with opaque font in envelope with background graphic when
1678 background graphic is not transparent itself
1681 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1682 * corrected original Supaplex level loading code to use these new ports
1683 * also corrected Supaplex loader to auto-count infotrons if set to zero
1686 * fixed bug with missing initialization of "modified" flag for GEs
1689 * fixed bug that caused endless recursion loop when relocating player
1690 * fixed tape recorder bug in "step mode" when using "pause before end"
1691 * fixed tape recorder bug when changing from "warp forward" mode
1694 * fixed bug with "when touching" for pushed elements at last position
1697 * fixed bug that caused two activated toolbox buttons in level editor
1698 * fixed bug with exploding dynabomb under player due to other explosion
1701 * fixed bug with creating walkable custom element under player (again)
1702 * fixed bug with not copying explosion type when copying CEs in editor
1703 * fixed graphical bug when drawing player in setup menu (input devices)
1704 * fixed graphical bug when the player is pushing an accessible element
1705 * fixed bug with classic switchable elements triggering CE changes
1706 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1707 * fixed crash bug when CE leaves behind the trigger player element
1710 * fixed bug with broken tubes after placing/exploding dynamite in them
1711 * fixed bug with exploding dynamite under player due to other explosion
1712 * fixed bug with not resetting push delay under certain circumstances
1715 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1716 * added network multiplayer code for Windows (thanks to Niko Böhm)
1719 * added option "reachable despite gravity" for gravity movement
1720 * changed gravity movement of most classic walkable and passable
1721 elements back to "not reachable" (for compatibility reasons)
1724 * fixed (removed) "indestructible" / "can explode" dependency in editor
1725 * fixed (removed) "accessible inside" / "protected" dependency
1726 * fixed (removed) "step mode" / "shield time" dependency
1729 * fixed dynabombs exploding now into anything diggable
1730 * fixed Supaplex style gravity movement into buggy base now impossible
1731 * added pressing key "space" as valid action to select menu options
1734 * added "replace when walkable" to relocate player to walkable element
1735 * added "enter"/"leave" event for elements affected by relocation
1736 * fixed "direct"/"indirect" change order also for "when change" event
1737 * fixed graphical bug when pushing things from elements walkable inside
1740 * fixed graphic bug when player is snapping while moving in old levels
1741 * fixed bug when a moving custom element leaves a player element behind
1742 * fixed bug with mole not disappearing when moving into acid pool
1743 * fixed bug with incomplete path setting when using "--basepath" option
1744 * moving CE can now leave walkable elements behind under the player
1745 * when relocating, player can be set on walkable element now
1746 * fixed another gravity movement bug
1749 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1752 * added "collectible" and "removable" to extended replacement types
1753 (where "removable" replaces "diggable" and "collectible" elements)
1754 * added "collectible & throwable" (to throw element to the next field)
1755 * fixed bug with CEs digging elements that are just about to explode
1756 * changed mouse cursor now always being visible when game is paused
1759 * added possibility to push/press accessible elements from a side that
1761 * fixed bug with not setting actual date when appending to tape
1764 * fixed bug with incorrectly initialized custom element editor graphics
1767 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1768 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1771 * fixed bug with destroyed robot wheel still attracting robots forever
1772 * fixed bug with time gate switch deactivating after robot wheel time
1773 (while the time gate itself is not affected by this misbehaviour)
1774 * changed behaviour of BD style amoeba to always get blocked by player
1775 (before it was different when there were non-BD elements in level)
1776 * fixed bug with player destroying indestructable elements with shield
1779 * added option to make growing elements grow into anything diggable
1780 (for the various amoeba types, biomaze and "game of life")
1783 * fixed bug with movable elements not moving after left behind by CEs
1784 * changed gravity movement to anything diggable, not only sand/base
1785 * optionally allowing passing to walkable element, not only empty space
1786 * added option "can pass to walkable element" for players
1787 * finally fixed gravity movement (hopefully)
1790 * fixed bug with movable elements not moving anymore after falling down
1793 * fixed another bug with custom elements digging and leaving elements
1794 * fixed bug with "along left/right side" and automatic start direction
1795 * trigger elements now also displayed when "more custom" deactivated
1796 * fixed bug with clipboard element initialized when loading new level
1797 * added option "drop delay" to set delay before dropping next element
1800 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1803 * added copy and paste functions for custom change pages
1804 * enhanced graphical display and functionality of tape recorder
1805 * fixed bug with custom elements digging and leaving elements
1808 * added move speed faster than "very fast" for custom elements
1809 * fixed bug with 3+3 style explosions and missing border content
1810 * fixed little bug when copying custom elements in the editor
1811 * enhanced custom element changes by more side trigger actions
1814 * added option "no scrolling when relocating" for instant teleporting
1815 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1818 * added trigger element and trigger player to use as target elements
1819 * added copy and paste functions for custom and group elements
1822 * fixed graphical bug when displaying explosion animations
1823 * fixed bug when appending to tapes, resulting in broken tapes
1824 * re-recorded a few tapes broken by fixing gravity checking bug
1827 * "can move into acid" property now for all elements independently
1828 * "can fall into acid" property for player stored in same bitfield now
1829 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1830 * version number set to 3.1.0 (finally!)
1833 * changed tape recording to only record input, not programmed actions
1836 * fixed totally broken (every 8th frame skipped) step-by-step recording
1837 * fixed bug with requester not displayed when quick-loading interrupted
1838 * added option "can fall into acid (with gravity)" for players
1839 * fixed bug with player not falling when snapping down with gravity
1842 * fixed bug which messed up key config when using keypad number keys
1845 * fixed bug which allowed moving upwards even when gravity was active
1846 * fixed bug with missing error handling when dumping levels or tapes
1849 * added different colored editor graphics for Supaplex gravity tubes
1852 * fixed bug that allowed solvable tapes for unsolvable levels
1855 * use unlimited number of droppable elements when "count" set to zero
1856 * added option to use step limit instead of time limit for level
1859 * added player and change page as trigger for custom element change
1862 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1865 * fixed bug with dark yamyam changing to acid when moving over acid
1866 * fixed handling of levels with more than 999 seconds level time
1867 (example: level 76 of "Denmine")
1870 * "spring push bug" reintroduced as configurable element property
1871 * fixed bug with missing properties for "mole"
1872 * fixed bug that showed up when fixing the above "mole" properties bug
1873 * added option "can move into acid" for all movable elements
1874 * fixed graphical bug for elements moving into acid
1875 * changed event handling to handle all pending events before going on
1878 * fixed bug which caused all CE change pages to be ignored which had
1879 the same change event, but used a different element side
1880 (reported by Simon Forsberg)
1882 * fixed bug which caused elements that can move and fall and that are
1883 transported by a conveyor belt to continue moving into that direction
1884 after leaving the conveyor belt, regardless of their own movement
1885 type; only elements which can not move are transported now
1886 (reported by Simon Forsberg)
1888 * fixed bug which could cause an array overflow in RelocatePlayer()
1889 (reported by Niko Böhm)
1891 * changed Emerald Mine style "passable / over" elements to "protected"
1892 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1894 * added new option to select from which side a "walkable/passable"
1895 element can be entered
1898 * added explosion and ignition delay for elements that can explode
1901 * fixed bug which caused player not being protected against enemies
1902 when a CE was "walkable / inside" and was not "indestructible"
1903 * added "walkable/passable" fields to be "protected/unprotected"
1904 against enemies, even if not accessible "inside" but "over/under"
1907 * corrected move pattern to 32 bit and initial move direction to 8 bit
1910 * added second custom element base configuration page
1913 * added some special EMC mappings to Emerald Mine level loader
1914 (also covering previously unknown element in level 0 of "Bondmine 8")
1917 * added option to block last field when player is moving (for Supaplex)
1918 * adjusted push delay of Supaplex elements
1919 * removed delays for envelopes etc. when replaying with maximum speed
1920 * fixed bug when dropping element on a field that just changed to empty
1923 * fixed bug: infotrons can now smash yellow disks
1924 * fixed bug: when gravity active, port above player can now be entered
1925 * removed "one white dot" mouse pointer which irritated some people
1928 * added "choice type" for group element selection
1931 * fixed bug with initial invulnerability of non-yellow player
1934 * added level loader for loading native Supaplex packed levels
1935 (including multi-part levels like the "splvls99" levels)
1938 * fixed bug which allowed creating emeralds by escaping explosions
1941 * custom elements can change (limited) or leave (unlimited) elements
1942 * finally added multiple matches using group elements
1943 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1946 * added new start movement type "previous" for continued CE movement
1947 * added new start movement type "random" for random CE movement start
1950 * added new element "sokoban_field_player" needed for Sokoban levels
1951 (thanks to Ed Booker for pointing this out!)
1954 * added elements that can be digged or left behind by custom elements
1957 * added group elements for multiple matches and random element creation
1960 * fixed some graphical errors displayed in old levels
1963 * fixed wrong double speed movement after passing closing gates
1966 * added level loader for loading native Emerald Mine levels
1969 * changes for "shooting" style CE movement
1972 * Happy New Year! ;-)
1975 * changed default snap/drop keys from left/right Shift to Control keys
1978 * fixed bug with dead player getting reanimated from custom element
1981 * fixed bug with wrong penguin graphics (when entering exit)
1984 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1987 * version number set to 3.0.9
1990 * version 3.0.8 released
1993 * added function checked_free()
1996 * fixed bug with double nut cracking sound
1997 (by eliminating "default element action sound" assignment in init.c)
2000 * fixed crash when no music info files are available
2003 * fixed boring and sleeping sounds
2006 * added "maze runner" and "maze hunter" movement types
2007 * added extended collision conditions for custom elements
2010 * added warnings for undefined token values in artwork config files
2013 * added menu entry for level set information to the info screen
2016 * fixed bug with wrong default impact sound for colored emeralds
2019 * added several sub-screens for the info screen
2020 * menu text now also clickable (not only blue/red sphere left of it)
2023 * added configurable "bored" and "sleeping" animations for the player
2024 * added "awakening" sound for player when waking up after sleeping
2027 * added "copy" and "exchange" functions for custom elements to editor
2030 * added configurable element animations for info screen
2033 * added configurable music credits for info screen
2036 * finally fixed tape recording when player is created from CE change
2039 * added "editorsetup.conf" for editor element list configuration
2042 * added "musicinfo.conf" for menu and level music configuration
2045 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
2046 (that only showed up on Linux, but not on Windows systems)
2049 * fixed turning movement of butterflies and fireflies (no frame reset)
2050 * enhanced sniksnak turning movement (two steps instead of only one)
2053 * version number set to 3.0.8
2056 * version 3.0.7 released
2059 * fixed reset of player animation frame when, for example,
2060 walking, digging or collecting share the same animation
2061 * fixed CE with "deadly when touching" exploding when touching amoeba
2064 * fixed tape recording when player is created from CE element change
2067 * introduced "turning..." action graphic for elements with move delay
2068 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
2069 * added turning animations for bug, spaceship and sniksnak
2072 * prevent "extended" changed elements from delay change in same frame
2075 * fixed bug when pushing element that can move away to the side
2076 (like pushing falling elements, but now with moving elements)
2079 * finally fixed serious bug in code for delayed element pushing (again)
2082 * unavailable setup options now marked as "n/a" instead of "off"
2083 * new boolean directive "latest_engine" for "levelinfo.conf": when set
2084 to "true", levels are always played with the latest game engine,
2085 which is desired for levels that are imported from other games; all
2086 other levels are played with the engine version stored in level file
2087 (which is normally the engine version the level was created with)
2090 * fixed serious bug in code for delayed element pushing
2091 * fixed little bug in animation frame selection for pushed elements
2092 * speed-up of reading config file for verbose output
2095 * added configuration option for opening and closing Supaplex exit
2096 * added configuration option for moving up/down animation for Murphy
2097 * fixed incorrectly displayed animation for attacking dragon
2098 * fixed bug with not setting initial gravity for each new game
2099 * fixed bug with teleportation of player by custom element change
2100 * fixed bug with player not getting smashed by rock sometimes
2103 * version number set to 3.0.7
2106 * version 3.0.6 released
2109 * added support for MP3 music for SDL version through SMPEG library
2112 * fixed bug when initializing font graphic structure
2113 * fixed bug with animation mode "pingpong" when using only 1 frame
2114 * fixed bug with extended change target introduced in 3.0.5
2115 * fixed bug where passing over moving element doubles player speed
2116 * fixed bug with elements continuing to move into push direction
2117 * fixed bug with duplicated player when dropping bomb with shield on
2118 * added "switching" event for custom elements ("pressing" only once)
2119 * fixed switching bug (resetting flag when not switching but not idle)
2122 * fixed element tokens for certain file elements with ".active" etc.
2125 * version number set to 3.0.6
2128 * version 3.0.5 released
2131 * now four envelope elements available
2132 * font, background, animation and sound for envelope now configurable
2133 * main menu doors opening/closing animation type now configurable
2136 * active/inactive sides configurable for custom element changes
2137 * new movement type "move when pushed" available for custom elements
2140 * fixed bug in multiple config pages loader code that caused crashes
2143 * enhanced (remaining low-resolution) Supaplex graphics
2146 * version number set to 3.0.5
2149 * version 3.0.4 released
2151 2003-09-12 src/tools.c
2152 * fixed bug in custom definition of crumbled element graphics
2154 2003-09-11 src/files.c
2155 * fixed bug in multiple config pages code that caused crashes
2158 * version number set to 3.0.4
2161 * version 3.0.3 released
2164 * added music to Supaplex classic level set
2166 2003-09-07 src/libgame/misc.c
2167 * added support for loading various music formats through SDL_mixer
2169 2003-09-06 (various source files)
2170 * fixed several nasty bugs that may have caused crashes on some systems
2171 * added envelope content which gets displayed when collecting envelope
2172 * added multiple change event pages for custom elements
2174 2003-08-24 src/game.c
2175 * fixed problem with player animation when snapping and moving
2177 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
2178 * fixed problem with flickering when drawing toon animations
2180 2003-08-23 src/libgame/sdl.c
2181 * fixed problem with setting mouse cursor in SDL version in fullscreen
2183 2003-08-23 src/game.c
2184 * fixed bug (missing array boundary check) which could crash the game
2187 * version number set to 3.0.3
2190 * version 3.0.2 released
2192 2003-08-21 src/game.c
2193 * fixed bug with creating inaccessible elements at player position
2195 2003-08-20 src/init.c
2196 * fixed bug with not finding current level artwork directory
2198 2003-08-20 src/files.c
2199 * fixed bug with choosing wrong engine version when playing tapes
2200 * fixed bug with messing up custom element properties in 3.0.0 levels
2203 * version number set to 3.0.2
2206 * version 3.0.1 released
2208 2003-08-17 (no source files affected)
2209 * changed all "classic" PCX image files with 16 colors or less to
2210 256 color (8 bit) storage format, because the Allegro game library
2211 cannot handle PCX files with less than 256 colors (contributed
2212 graphics are not affected and might look wrong in the DOS version)
2214 2003-08-16 src/init.c
2215 * fixed bug which (for example) crashed the level editor when defining
2216 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
2217 (only set to default) -- invalid graphics now set to default graphic
2219 2003-08-16 src/init.c
2220 * fixed graphical bug of player digging/collecting/snapping element
2221 when no corresponding graphic/animation is defined for this action,
2222 resulting in player being drawn as EL_EMPTY (which should only be
2223 done to elements being collected, but not to the player)
2225 2003-08-16 src/game.c
2226 * fixed small graphical bug of player not totally moving into exit
2228 2003-08-16 src/libgame/setup.c
2229 * fixed bug with wrong MS-DOS 8.3 filename conversion
2231 2003-08-16 src/tools.c
2232 * fixed bug with invisible mouse cursor when pressing ESC while playing
2234 2003-08-16 (various source files)
2235 * added another 128 custom elements (disabled in editor by default)
2237 2003-08-16 src/editor.c
2238 * fixed NULL string bug causing Solaris to crash in sprintf()
2240 2003-08-16 src/screen.c
2241 * fixed drawing over scrollbar on level selection with custom fonts
2243 2003-08-15 src/game.c
2244 * cleanup of simple sounds / loop sounds / music settings
2246 2003-08-08 (various source files)
2247 * added custom element property for dropping collected elements
2249 2003-08-08 src/conf_gfx.c
2250 * fixed bug with missing graphic for active red disk bomb
2252 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
2253 * extended variable "level.gravity" to "level.initial_gravity" and
2254 "game.current_gravity" to prevent level setting from being changed
2255 by playing the level (keeping the runtime value after playing)
2257 * fixed graphics bug when digging element that has 'crumbled' graphic
2258 definition, but not 'diggable' graphic definition
2261 * version number set to 3.0.1
2264 * version 3.0.0 released
2267 * various bug fixes; among others:
2268 - fixed bug with pushing spring over empty space
2269 - fixed bug with leaving tube while placing dynamite
2270 - fixed bug with explosion of smashed penguins
2271 - allow Murphy player graphic in levels with non-Supaplex elements
2275 * I have forgotten to document changes for some time
2278 * pre-release version 2.2.0rc1 released
2281 * version number set to 2.1.2
2284 * version 2.1.1 released
2287 * version number set to 2.1.1
2290 * version 2.1.0 released
2293 * version number set to 2.1.0
2295 2002-04-03 to 2002-05-19 (various source files)
2296 * graphics, sounds and music now fully configurable
2297 * bug fixed that prevented walking through tubes when gravity on
2299 2002-04-02 src/events.c, src/editor.c
2300 * Make Escape key less aggressive when playing or when editing level.
2301 This can be configured as an option in the setup menu. (Default is
2302 "less aggressive" which means "ask user if something can be lost"
2303 when pressing the Escape key.)
2305 2002-04-02 src/screen.c
2306 * Added "graphics setup" screen.
2308 2002-04-01 src/screen.c
2309 * Changed "choose level" setup screen stuff to be more generic (to
2310 make it easier to add more "choose from generic tree" setup screens).
2312 2002-04-01 src/config.c, src/timestamp.h
2313 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
2314 automatically gets created by "src/Makefile" and contains an actual
2315 compile-time timestamp to identify development versions of the game).
2317 2002-03-31 src/tape.c, src/events.c
2318 * Added quick game/tape save/load functions to tape stuff which can be
2319 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
2320 loads previously recorded tape and directly goes into recording mode
2321 from the end of the tape (therefore appending to the tape).
2323 2002-03-31 src/tape.c
2324 * Added "index mark" function to tape recorder. When playing or
2325 recording, "eject" button changes to "index" button. Setting index
2326 mark is not yet implemented, but pressing index button when playing
2327 allows very quick advancing to end of tape (when normal playing),
2328 very fast forward mode (when playing with normal fast forward) or
2329 very fast reaching of "pause before end of tape" (when playing with
2330 "pause before end" playing mode).
2332 2002-03-30 src/cartoons.c
2333 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
2335 2002-03-29 src/screen.c
2336 * Changed setup screen stuff to be more generic (to make it easier
2337 to add more setup screens).
2339 2002-03-23 src/main.c, src/main.h
2340 * Various changes due to the introduction of the new libgame files
2341 "setup.c" and "joystick.c".
2343 2002-03-23 src/files.c
2344 * Generic parts of "src/files.c" (mainly setup and level directory
2345 stuff) moved to new libgame file "src/libgame/setup.c".
2347 2002-03-23 src/joystick.c
2348 * File "src/joystick.c" moved to libgame source tree, with
2349 correspondig changes.
2351 2002-03-22 src/screens.c
2352 * "HandleChooseLevel()": Another bug in level series navigation fixed.
2353 (Wrong level series information displayed when entering main group.)
2355 2002-03-22 src/editor.c
2356 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
2358 2002-03-22 src/editor.c
2359 * Changed behaviour of "Escape" key in level editor to be more
2360 intuitive: When in "Element Properties" or "Level Info" mode,
2361 return to "Drawing Mode" instead of leaving the level editor.
2363 2002-03-21 src/game.c, src/editor.c, src/files.c
2364 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
2365 gems (emeralds, diamonds, ...) slipping down from normal wall,
2366 steel wall and growing wall (as in E.M.C. style levels). Although
2367 the behaviour of contributed and private levels wasn't changed (due
2368 to the use of "level.game_version"; see previous entry), editing
2369 those levels will (of course) change the behaviour accordingly.
2371 This change seems a bit too hard after thinking about it, because
2372 the EM style behaviour is not the "expected" behaviour (gems would
2373 normally only slip down from "rounded" walls). Therefore this was
2374 now changed to an element property for gem style elements, with the
2375 default setting "off" (which means: no special EM style behaviour).
2376 To fix older converted levels, this flag is set to "on" for pre-2.0
2377 levels that are neither contributed nor private levels.
2379 2002-03-20 src/files.h
2380 * Corrected settings for "level.game_version" depending of level type.
2381 (Contributed and private levels always get played with game engine
2382 version they were created with, while converted levels always get
2383 played with the most recent version of the game engine, to let new
2384 corrections of the emulation behaviour take effect.)
2386 2002-03-20 src/main.h
2387 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2388 compiling the SDL version on some systems.
2389 Thanks to the several people who pointed this out.
2392 * Version number set to 2.0.2.
2395 * Version 2.0.1 released.
2397 2002-03-18 src/screens.c
2398 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2400 2002-03-18 src/files.c [src/libgame/misc.c]
2401 * Moved some common functions from src/files.c to src/libgame/misc.c.
2403 2002-03-18 src/files.c [src/libgame/misc.c]
2404 * Changed permissions for new directories and saved files (especially
2405 score files) according to suggestions of Debian users and mantainers.
2406 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2408 2002-03-17 src/files.c
2409 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2410 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2411 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2412 for levels and "TAPE" for tapes). Old "cookie" style format is
2413 still supported for reading. New level and tape files are written
2416 * New IFF chunk "VERS" contains version numbers for file and game
2417 (where "game version" is the version of the program that wrote the
2418 file, and "file version" is a version number to distinguish files
2419 with different format, for example after adding new features).
2421 2002-03-15 src/screen.c
2422 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2423 (Before, you heard a mixture of the in-game music and the
2424 hall-of-fame music.)
2426 2002-03-14 src/events.c
2427 * Function "DumpTape()" (files.c) now available by pressing 't' from
2428 main menu (when in DEBUG mode).
2430 2002-03-14 src/game.c
2431 * "GameWon()": When game was won playing a tape, now there is no delay
2432 raising the score and no corresponding sound is played.
2434 2002-03-14 src/files.c
2435 * Changed "LoadTape()" for real chunk support and also adjusted
2436 "SaveTape()" accordingly.
2438 2002-03-14 src/game.c, src/tape.c, src/files.c
2439 * Important changes to tape format: The old tape format stored all
2440 actions with a real effect with a corresponding delay between the
2441 stored actions. This had some major disadvantages (for example,
2442 push delays had to be ignored, pressing a button for some seconds
2443 mutated to several single button presses because of the non-action
2444 delays between two action frames etc.). The new tape format just
2445 stupidly records all device actions and replays them later. I really
2446 don't know why I haven't solved it that way before?! Old-style tapes
2447 (with tape file version less than 2.0) get converted to the new
2448 format on-the-fly when loading and can therefore still be played;
2449 only some minor parts of the old-style tape handling code was needed.
2450 (A perfect conversion is not possible, because there is information
2451 missing about the device actions between two action frames.)
2453 2002-03-14 src/files.c
2454 * New function "DumpTape()" to dump the contents of the current tape
2455 in a human readable format.
2457 2002-03-14 src/game.c
2458 * Small tape bug fixed: When automatically advancing to next level
2459 after a game was won, the tape from the previous level still was
2460 loaded as a tape for the new level.
2462 2002-03-14 src/tape.c
2463 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2464 tape, cartoons did not get completely removed because
2465 StopAnimation() was not called.
2467 2002-03-13 src/files.c
2468 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2469 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2470 size even when using 16-bit elements). Added new chunk "CNT2" for
2471 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2472 chunk even when content was 16-bit element). "CNT2" should now be
2473 able to store content for arbitrary elements (up to eight blocks of
2474 3 x 3 element arrays). All "CNT2" elements will always be stored as
2475 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2477 2002-03-13 src/files.c
2478 * Changed "LoadLevel()" for real chunk support.
2480 2002-03-12 src/game.c
2481 * Fixed problem (introduced after 2.0.0 release) with penguins
2482 not getting killed by enemies
2484 2002-02-24 src/game.c, src/main.h
2485 * Added "player->is_moving"; now "player->last_move_dir" does
2486 not contain any information if the player is just moving at
2488 Before, "player->last_move_dir" was misused for this purpose
2489 for the robot stuff (robots don't kill players when they are
2490 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2491 broke tapes when walking through pipes!
2492 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2493 in a continuous movement. This fact is ignored for friends and