2 * added "busy" animation when initializing program and loading artwork
3 * added initialization profiling for program startup (debugging only)
6 * fixed(?) very strange bug apparently triggered by memset() when code
7 was cross-compiled with MinGW cross-compiler for Windows XP platform
8 (this only happened when using SDL.dll also self-compiled with MinGW)
11 * added graphics engine directive "border.draw_masked_when_fading" that
12 enables/disables drawing of border mask over screen that is just faded
15 * fixed small problem with separate fading definition for game screen
18 * added additional configuration directives for setup screen draw offset
19 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
20 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
21 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
22 used to define draw offset on custom artwork selection screens and
23 "CHOOSE_OTHER" is used on all other list style selection screens, like
24 choosing game speed or screen mode for fullscreen mode)
25 * added additional configuration directives to define main menu buttons:
26 - menu.button_name and menu.button_name.active
27 - menu.button_levels and menu.button_levels.active
28 - menu.button_scores and menu.button_scores.active
29 - menu.button_editor and menu.button_editor.active
30 - menu.button_info and menu.button_info.active
31 - menu.button_game and menu.button_game.active
32 - menu.button_setup and menu.button_setup.active
33 - menu.button_quit and menu.button_quit.active
34 * added eight pure decoration graphic definitions for the game panel
37 * added support for accessing native Diamond Caves II level packages
38 * fixed displaying of game panel values for Emerald Mine game engine
39 * fixed displaying end-of-level time and score values on new game panel
42 * added game panel control to display arbitrary elements on game panel
43 * added game panel control to display custom element score (globally
44 unique for identical custom elements) either as value or as element
45 * added ".draw_masked" and ".draw_order" to game panel control drawing
48 * fixed some general bugs with handling of ".active" elements and fonts
51 * cleanup of game panel elements (some elements were not really needed)
52 * added displaying of gravity state (on/off) as new game panel control
53 * added animation for game panel elements (similar to game elements)
56 * added new pseudo game mode "PANEL" to define panel fonts and graphics
57 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
58 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
59 (else graphics would have to use ".PLAYING", which would be confusing)
60 * fixed bug when fading out to game screen with border mask defined
63 * added attribute ".tile_size" for element style game panel controls
66 * added <space> key as additional valid key to use for confirm requester
69 * improved menu fading, adding separate fading definitions for entering
70 and leaving a "content" screen (in general), and optional definitions
71 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
74 * added (currently invisible) setup option to define scroll delay value
75 * fixed small bug in priority handling when auto-detecting level start
76 position in levels without player element (but player from CE etc.)
77 * added option "game.forced_scroll_delay_value" to override user choice
78 of scroll delay value for certain level sets with "graphicsinfo.conf"
79 * replaced setup option "scroll delay: on/off" by new setup option that
80 directly allows selecting the desired scroll delay value from 0 to 8
83 * added displaying of most game panel control elements (not animated)
86 * added new configuration directives to display additional game engine
87 values on the game control panel, like the following examples:
88 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
89 - game.panel.penguins - number of penguins to rescue
90 - game.panel.level_name - level name of current level
93 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
96 * added new player option "no centering when relocating" for "invisible"
97 teleportations to level areas that look exactly the same, giving the
98 illusion that the player did not relocate at all (this was the default
99 since 3.2.3, but caused visual problems with room creation in "Zelda")
100 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
103 * improved menu fading, adding separate fading definitions for entering
104 and leaving a menu and for fading between menu and "content" screens
105 * fixed small bug with recognizing also ".font_xyz" style definitions
108 * improved menu fading, adding separate fading definitions for fading
109 between menu screens and fading between menu and "destination" screens
112 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
113 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
114 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
115 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
117 * improved title fading, allowing fading animation types "none", "fade"
118 and "crossfade" (including cross-fading of last title to main menu)
121 * added configurability of graphics, sounds and music for title screens,
122 which are separated into initial title screens (only shown once at
123 program startup) and title screens shown for a given level set; these
124 title screens can be composed of up to five title images and up to
125 five title text messages (each drawn using an optional background
126 image), also using background music and/or sounds; aspects like
127 background images, sounds and music of title screens can either be
128 defined generally (valid for all title screens) or specifically (and
129 therefore differently for each title screen) using these directives:
131 to define a background image, sound or music file for all screens:
132 - background.TITLE_INITIAL (for all title screens for game startup)
133 - background.TITLE (for all title screens for level sets)
135 to define a background image, sound or music file for a single screen:
136 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
137 - background.titlescreen_x (with x in 1,2,3,4,5)
138 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
139 - background.titlemessage_x (with x in 1,2,3,4,5)
141 to define the title screen images:
142 - titlescreen_initial_x (with x in 1,2,3,4,5)
143 - titlescreen_x (with x in 1,2,3,4,5)
145 to define the title text messages, place text files into the level set
146 directory that have the following file names:
147 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
148 - titlemessage_x.txt (with x in 1,2,3,4,5)
150 to define the properties of the text messages, either use directives
151 that affect all text messages:
152 - [titlemessage_initial].<suffix>
153 - [titlemessage].<suffix>
154 or use directives that affect single text messages:
155 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
156 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
158 valid values for <suffix> are the same as for readme.<suffix> below;
159 use ".sort_priority" (default: 0) to define an arbitrary order for
160 title images and title messages (which can therefore be mixed)
163 * added full configurability of "readme.txt" screen appearance:
164 - readme.x: <left position used with alignment>
165 - readme.y: <top position>
166 - readme.width: <maximim text width in pixels>
167 - readme.height: <maximum text height in pixels>
168 - readme.chars: <maximum number of chars per line>
169 - readme.lines: <maximum number of lines displayed>
170 - readme.align: left,center,right (default: center)
171 - readme.top: top,middle,bottom (default: top)
172 - readme.font: font name
173 - readme.autowrap: true,false (default: true)
174 - readme.centered: true,false (default: false)
175 - readme.parse_comments: true,false (default: true)
176 - readme.sort_priority: (not used here, but only for title screens)
177 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
178 default), they are automatically determined from "readme.width" and
179 "readme.height" accordingly; when they are not "-1", they have
180 precedence over "readme.width" and "readme.height"
181 * added internal ad-hoc config settings for displaying text files like
182 title messages or "readme.txt" style level set info files:
183 - .font: font name (default: readme.font)
184 - .autowrap: true,false (default: readme.autowrap)
185 - .centered: true,false (default: readme.centered)
186 - .parse_comments: true,false (default: readme.parse_comments)
187 (the leading '.' and the separating ':' are mandatory here); to use
188 these ad-hoc settings, they have to be written inside a comment, like
189 "# .autowrap: false" or "# .centered: true"; these settings then
190 override the above global settings (they can even be used more than
191 once, like "# .centered: true", then some text that should be drawn
192 centered, then "# .centered: false" to go back to non-centered text;
193 important note: after using "# .parse_comments: false", or when using
194 "readme.parse_comments: false", detecting and parsing comments inside
195 the file is disabled and comments are just printed like normal text;
196 also be aware that all automatic text size calculations are done with
197 the font defined in "readme.font", while using different fonts using
198 "# .font: <font>" inside the text file may cause unexpected results
201 * changed some numerical limits in the level editor from 255 to 999
204 * added option "system.sdl_videodriver" to select SDL video driver
205 * added output of SDL video and audio driver to "version info" page
208 * added group element drawing to IntelliDraw drawing functions
209 * fixed animation resetting problem again (last try broke Snake Bite)
210 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
213 * added new (special) "include: <filename>" directive that works in all
214 configuration files (like "graphicsinfo.conf") and that has the same
215 effect as if that directive would be replaced with the content of the
216 specified file (this can be useful to split large configuration files
217 into several smaller ones and include them from one main file, or to
218 store configuration settings that always stay the same into a separate
219 file, while including it and only add those parts that really change)
222 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
225 * fixed bug in "InitMovingField()" where treating an integer array as
226 boolean caused wrong resetting of animations while elements are moving
227 * fixed problem with resetting animations when starting element change
230 * added sort priority for order of title screens and title messages
233 * changed end of game again: do not wait for the user to press a key
234 anymore, but directly ask/confirm tape saving and go to hall of fame
235 * re-enabled quitting of lost game by pressing space or return again
236 * added blanking of mouse pointer when displaying title screens
237 * added remaining menu draw offset definitions for info sub-screens
240 * added setup option to select game speed (from very slow to very fast)
241 * improved handling of title text messages (initial and for level set)
244 * added new options "auto-wrap" and "centered" for DC2 style envelopes
247 * fixed displaying and typing of player name when it is centered
248 * added special characters to be allowed for player name (not only A-Z)
251 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
252 (newer versions of the SDL library seem to not like this anymore)
255 * added code for configuration directives for control of game panel
258 * fixed small cosmetical bug with underlining property tabs in editor
261 * fixed small drawing bug in X11FadeRectangle
262 * added new elements for newly supported Diamond Caves II levels:
263 - EM/DC style exits that disappear after passing
264 - white key and gate (one white key needed for each white gate)
265 - fake gate (there is no key to open/pass this kind of gate!)
266 - extended magic wall which also handles pearls and crystals
270 * changed maximum value for endless loop detection to a higher value
271 (some levels really used very deep recursion without being endless)
274 * added new elements for newly supported Diamond Caves II levels:
275 - growing steel walls
276 - snappable land mine
279 * added new elements for newly supported Diamond Caves II levels:
280 - steel text elements
283 * added level file loader for native Diamond Caves II levels
286 * version number set to 3.2.4
289 * version 3.2.3 released
292 * fixed malloc/free bug when updating EMC artwork entries in level list
293 * added workaround (warning and request to quit the current game) when
294 changing elements cause endless recursion loop (which would otherwise
295 freeze the game, causing a crash-like program exit on some systems)
298 * fixed nasty string overflow bug when entering too long envelope text
301 * added feedback sounds for menu navigation "menu.item.activating" and
302 "menu.item.selecting" (for highlighting and executing menu entries)
305 * improved "no scrolling when relocating" to also consider scroll delay
306 (meaning that the player is not automatically centered in this case;
307 this makes it possible to "invisibly" relocate the player to a region
308 of the level playfield which looks the same as the old level region)
309 * fixed bug with not recognizing "main.input.name.align" when active
312 * fixed bug with displaying masked borders over title screens when
313 screen fading is disabled
316 * fixed infinite loop / crash bug when killing the player while having
317 a CE with the setting "kill player X when explosion of <player X>"
318 * added special editor graphic for "char_space" to distinguish it from
319 "empty_space" when editing a level (in-game graphics still the same)
322 * fixed nasty bug with initialization only done for the first player
325 * small change to handle loading empty element/content list micro chunks
328 * uploaded pre-release (test) version 3.2.3-0 binary and source code
331 * some optimizations on startup speed by reducing initial text output
334 * added caching of custom artwork information for faster startup times
337 * fixed graphical bug when using fewer menu entries on level selection
338 screen than usual (with "menu.list_size.LEVELS" directive)
339 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
340 the backbuffer to the backbuffer by error (with identical rectangle)
343 * fixed bug when displaying titlescreen with size less than element tile
344 * fixed bug that caused elements with "change when digging <e>" event
345 to change for _every_ digged element, not only those specified in <e>
346 * fixed bug that caused impact style collision when dropping element one
347 tile over the player that can both fall down and smash players
348 * fixed bug that caused impact style collision when element changed to
349 falling/smashing element over the player immediately after movement
352 * fixed bug that allowed making engine snapshots from the level editor
355 * fixed bugs with player name and current level positions on main screen
358 * added configuration directives for control of title screens:
359 - "title.fade_delay" for fading time
360 - "title.post_delay" for pause between screens (when not crossfading)
361 - "title.auto_delay" to automatically continue after some time
362 these settings can each be overridden by specifying them with titles:
363 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
364 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
365 fading mode can also be specified:
366 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
367 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
368 default is using normal fading for menues and initial title screens,
369 while using cross-fading for level set title screens
370 * fixed bug with background not drawn in Hall of Fame after game was won
373 * added configuration directives for the remaining main menu items
376 * added additional configuration directives for info screen draw offset:
377 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
378 * added additional configuration directives for preview info text
379 * limited mouse wheel sensitive screen area to scrollable screen area
382 * added highlighted menu text entries to menu navigation when selected
385 * fixed bug that prevented player from correctly being created in the
386 top left corner by a custom element change in a level without player
387 * fixed bug that prevented player from being killed when indestructible,
388 non-walkable element is placed on player position by extended change
389 * added configurable menu button, text and input positions to main menu
392 * added page fading effects for remaining info sub-screens
393 * fixed small bug that caused some delays when answering door request
396 * added directives "border.draw_masked.*" for menu/playfield area and
397 door areas to display overlapping/masked borders from "global.border"
400 * fixed bug with CE with move speed "not moving" not being animated
401 * when changing player artwork by CE action, reset animation frame
404 * fixed bug with not unmapping main menu screen gadgets on other screens
405 * fixed bug with un-pausing a paused game by releasing still pressed key
406 * fixed bug with not redrawing screen when toggling to/from fullscreen
407 mode while fast reloading tape (without redrawing playfield contents)
408 * fixed bug with quick-saving tape snapshot despite answering with "no"
411 * version number set to 3.2.3
414 * version 3.2.2 released
417 * fixed bug with redrawing screen in fullscreen mode after quick tape
418 reloading when using the EMC game engine
419 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
422 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
425 * added engine snapshot functionality for instant tape reloading (this
426 only works for the last tape saved using "quick save", and does not
427 work across program restarts, because it completely works in memory)
430 * version number set to 3.2.2
433 * version 3.2.1 released
436 * fixed nasty bugs with handling error message file on Mac OS X systems
439 * general code cleanup (removing many annoying "#if 0" blocks etc.)
442 * fixed bug that caused broken tapes when manually appending to tapes
443 using the "pause before death" functionality, followed by recording
444 * added setup option to disable fading of screens for faster testing
447 * code cleanup of new fading functions
450 * changed behaviour after solved game -- do not immediately stop engine
451 * added some more smooth screen fadings (game start, hall of fame etc.)
454 * fixed bug with displaying pushed CE with value/score/delay anim_mode
457 * added configurable level preview position, tile size and dimensions
458 * added configurable game panel value positions (gems, time, score etc.)
461 * fixed small bug with time displayed incorrectly when collecting CEs
464 * fixed bug with bumpy scrolling with EM engine in double player mode
467 * added compatibility code to fix "Snake Bite" style levels that were
468 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
471 * fixed bug with scrollbars inside editor when using the Windows mouse
472 enhancement tool "True X-Mouse" (which injects key events to the event
473 queue to insert selected stuff into the Windows clipboard, which gets
474 confused with the "Insert" key for jumping to the last editor cascade
475 block in the element list)
476 * added Rocks'n'Diamonds icon for use as window icon to SDL version
477 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
480 * added selection of preferred fullscreen mode to setup / graphics menu
481 (useful if default mode 800 x 600 does not match screen aspect ratio)
484 * improved down-scaling of images for better editor and preview graphics
485 * changed user data directory for Mac OS X from Unix style to new place
488 * improved level number selection in main menu and player selection in
489 setup menu (input devices section) by using standard button gadgets
490 * added support for mouse scroll wheel (caused buggy behaviour before)
491 * added support for scrolling horizontal scrollbars with mouse wheel by
492 holding "Shift" key pressed while scrolling the wheel
493 * added support for single step mouse wheel scrolling by holding "Alt"
494 key pressed while scrolling the wheel (can be combined with "Shift")
495 * changed output file "stderr.txt" on Windows platform now always to be
496 created in the R'n'D sub-directory of the personal documents directory
497 * added Windows message box to direct to "stderr.txt" after error aborts
500 * improved general scrollbar handling (when jump-scrolling scrollbars)
503 * changed scrollbars to always show last line as first after scrolling
504 (that means jumping n - 1 screen lines instead of n screen lines)
507 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
508 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
509 * fixed special handling of vertically stacked acid becoming fake acid
512 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
513 affect multiple instances of the same CE, although this kind of
514 change condition usually only affects one single custom element
517 * version number set to 3.2.1
520 * version 3.2.0 released
523 * reorganized level editor element list a bit to match engines better
526 * fixed newly introduced bug with wrongly initializing clipboard element
529 * fixed bug with displaying visible/invisible level border in editor
532 * reorganized some elements in the level editor element list
535 * fixed bug with displaying any player as "yellow" when moving into acid
536 * fixed bug with displaying running player when player stopped at border
539 * fixed bug with player exploding when moving into acid
540 * fixed bug with level settings being reset in editor and when playing
541 (some compatibility settings being set not only after level loading)
542 * fixed crash bug when number of custom graphic frames was set to zero
543 * fixed bug with teleporting player on walkable tile not working anymore
544 * added partial compatibility support for pre-release-only "CONF" chunk
545 (to make Alan Bond's "color cycle" demo work again :-) )
548 * fixed some bugs when displaying title screens from info screen menu
549 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
552 * changed file major version to 3 to reflect level file format changes
553 * uploaded pre-release (test) version 3.2.0-8 binary and source code
556 * added new chunk "NAME" to level file format for level name settings
557 * added new chunk "NOTE" to level file format for envelope settings
558 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
559 * updated magic(5) file to recognize changed and new level file chunks
560 * removed change events "change when CE value/score changes" as unneeded
563 * changed gravity (which only affects the player) from level property
564 to player property (only makes a difference in multi-player levels)
565 * added change events "change when CE value/score changes"
566 * added change events "change when CE value/score changes of <element>"
569 * added new chunk "INFO" to level file format for global level settings
570 * added all element settings from "HEAD" chunk to "CONF" chunk
571 * added all global level settings from "HEAD" chunk to "INFO" chunk
574 * changed level file format by adding two new chunks "CUSX" (for custom
575 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
576 elements, replacing the previous "GRP1" chunk); these new IFF style
577 chunks use the new and flexible "micro chunks inside chunks" technique
578 already used with the new "CONF" chunk (for normal element properties)
579 which makes it possible to easily extend the existing level format
580 (instead of using fixed-length chunks like before, which are either
581 too big due to reserved bytes for future use, or too small when those
582 reserved bytes have all been used and even more data should be stored,
583 requiring the replacement by new and larger chunks just like it went
584 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
587 * added credits pages to the "credits" section that were really missing
588 * added some missing element descriptions to the level editor
589 * added down position of switchgate switch to the level editor
590 and allowed the use of both switch positions at the same time
591 * changed use of "Insert" and "Delete" keys to navigate element list in
592 level editor to start of previous or next cascading block of elements
595 * added the possibility to view the title screen to the info screen menu
596 * fixed some minor bugs with viewing title screens
599 * fixed bug with title (cross)fading in/out when using fullscreen mode
602 * fixed bug that forced re-defining of menu settings in local graphics
603 config file which are already defined in existing base config file
604 * fixed small bug that caused door sounds playing when music is enabled
607 * added the possibility to define up to five title screens for each
608 level set that are displayed after loading using (cross)fading in/out
609 (this was added to display the various start images of the EMC sets)
612 * added "CE score gets zero [of]" to custom element trigger conditions
613 * added setup option to display element token name in level editor
616 * added compatibility code for Juergen Bonhagen's menu artwork settings
619 * fixed bug with displaying wrong animation frame 0 after CE changes
620 * fixed bug with creating invisible elements when light switch is on
623 * added selection between ECS and AGA graphics for EMC levels to setup
626 * adjusted font handling for various narrow EMC style fonts
629 * changed EM engine behaviour back to re-allow initial rolling springs
632 * fixed handling of over-large selectboxes (less error-prone now)
633 * fixed bug when creating GE with walkable element under the player
636 * added use of "Insert" and "Delete" keys to navigate element list in
637 level editor to start of custom elements or start of group elements
638 * added virtual elements to access CE value and CE score of elements:
639 - "CE value of triggering element"
640 - "CE score of triggering element"
641 - "CE value of current element"
642 - "CE score of current element"
645 * fixed "grass" to "sand" in older EM levels (up to file version V4)
648 * changed behaviour of network games with internal errors (because of
649 different client frame counters) from immediately terminating R'n'D
650 to displaying an error message requester and stopping only the game
651 (also to prevent impression of crashes under non command-line runs)
652 * fixed playing network games with the EMC engine (did not work before)
653 * fixed bug with not scrolling the screen in multi-player mode with the
654 focus on player 1 when all players are moving in different directions
655 * fixed bug with keeping pointer to gadget even after its deallocation
656 * fixed bug with allowing "focus on all players" in network games
657 * fixed bug with player focus when playing tapes from network games
660 * uploaded pre-release (test) version 3.2.0-7 binary and source code
663 * code cleanup for game action control for R'n'D and EMC game engine
666 * fixed bug in multi-player movement with focus on both players
667 * added option to control only the focussed player with all input
670 * added player focus switching to level tape recording and re-playing
673 * fixed some bugs in player focus switching in EMC and RND game engine
676 * added special Supaplex animations for Murphy digging and snapping
677 * added special Supaplex animations for Murphy being bored and sleeping
680 * added four new yam yams with explicit start direction for EMC engine
681 * fixed bug in src/libgame/text.c with printing text outside the window
684 * fixed small bug in EMC level loader (copyright sign in EM II levels)
687 * added delayed ignition of EM style dynamite when used in R'n'D engine
688 * added limited movement range to EMC engine when focus on all players
691 * fixed bug with missing (zero) score values for native Supaplex levels
694 * added "continuous snapping" (snapping many elements while holding the
695 snap key pressed, without releasing the snap key after each element)
696 as a new player setting for more compatibility with the classic games
699 * finished scrolling for "focus on all players" in EMC graphics engine
702 * level sets with "levels: 0" are ignored for levels, but not artwork
703 * fixed bug when scanning empty level group directories (endless loop)
706 * fixed bug with explosion graphic for player using "Murphy" graphic
707 * fixed bug with explosion graphic if player leaves explosion in time
708 * changed some descriptive text in setup menu to use medium-width font
709 * added key shortcut settings for switching player focus to setup menu
712 * fixed bug with random value initialization when recording tapes
713 * fixed bug with playing single player tapes when team mode activated
716 * fixed little bug when trying to switch to player that does not exist
719 * added player switching (visual and quick) to R'n'D and EM game engine
720 * added setup option to select visual or quick in-game player switching
723 * added use of "Home" and "End" keys to handle element list in editor
726 * fixed bug with adding score when playing tape with EMC game engine
727 * added steel wall border for levels using EMC engine without border
728 * finally fixed delayed scrolling in EMC engine also for small levels
731 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
734 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
735 * fixed bug when displaying info element without action, but direction
738 * fixed minor graphical problems with springs smashing and slurping
739 (when using R'n'D style graphics instead of EMC style graphics)
742 * added scroll delay (as configured in setup) to EMC graphics engine
745 * improved screen redraw for EMC graphics engine (faster and smoother)
746 * when not scrolling, do not redraw the whole playfield if not needed
749 * added multi-player mode for EMC game engine (with up to four players)
752 * added android (can clone elements) from EMC engine to R'n'D engine
755 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
758 * added selectbox for initial player speed to player settings in editor
761 * version 3.1.2 created that is basically version 3.1.1, but with a
762 major bug fixed that prevented editing your own private levels
763 * version 3.1.2 released
766 * added magic ball (creates elements) from EMC engine to R'n'D engine
769 * uploaded fixed pre-release version 3.2.0-6 binary and source code
772 * fixed bug when using "CE can leave behind <trigger element>"
773 * added new change condition "(after/when) creation of <element>"
774 * added new change condition "(after/when) digging <element>"
775 * fixed bug accessing invalid gadget that caused crashes under Windows
776 * deactivated new possibility for multiple CE changes per frame
779 * uploaded pre-release (test) version 3.2.0-6 binary and source code
782 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
783 * fixed bug with not keeping CE value for moving CEs with only action
784 * changed CE action selectboxes in editor to be only reset when needed
787 * added option "use artwork from element" for custom player artwork
788 * added option "use explosion from element" for player explosions
791 * added cascaded element lists in the level editor
792 * added persistence for cascaded element lists by "editorcascade.conf"
793 * added dynamic element list with all elements used in current level
794 * added possibility for multiple CE changes per frame (experimental)
797 * uploaded pre-release (test) version 3.2.0-5 binary and source code
800 * changed "score for each 10 seconds/steps left" to "1 second/step"
801 * added own score for collecting "extra time" instead of sharing it
802 * added change events "switched by player" and "player switches <e>"
803 * added change events "snapped by player" and "player snaps <e>"
804 * added "set player artwork: <element choice>" to CE action options
805 * added change event "move of <element>"
808 * added "set player shield: off / normal / deadly" to CE action options
809 * added new player option "use level start element" in level editor
810 to set the correct focus at level start to elements from which the
811 player is created later (this did not work before for cascaded CE
812 changes resulting in creation of the player; it is now also possible
813 to create the player from a yam yam which is smashed at level start)
816 * added "set player speed: frozen (not moving)" to CE action options
817 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
820 * added new player option "block snap field" (enabled by default) to
821 make it possible to show a snapping animation like in Emerald Mine
824 * added dynamic selectboxes to custom element action settings in editor
825 * added "CE value" counter for custom elements (instead of "CE count")
826 * added option to use the last "CE value" after custom element change
827 * added option to use the "CE value" of other elements in CE actions
828 * fixed odd behaviour when pressing time orb in levels w/o time limit
829 * added checkbox "use time orb bug" for older levels that use this bug
832 * added missing configuration settings for the following elements:
833 - EL_TIMEGATE_SWITCH (time of open time gate)
834 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
835 - EL_SHIELD_NORMAL (time of shield duration)
836 - EL_SHIELD_DEADLY (time of shield duration)
837 - EL_EXTRA_TIME (time added to level time)
838 - EL_TIME_ORB_FULL (time added to level time)
841 * added "wind direction" as a movement pattern for custom elements
842 * added initial wind direction for balloon / custom elements to editor
843 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
846 * added parameters for "game of life" and "biomaze" elements to editor
849 * added level file chunk "CONF" for generic level and element settings
852 * uploaded pre-release (test) version 3.2.0-4 binary and source code
855 * skip empty level sets (with "levels: 0"; may be artwork base sets)
856 * added sound action ".page[1]" to ".page[32]" for each CE change page
859 * added image config suffix ".clone_from" to copy whole image settings
860 * fixed bug with invalid ("undefined") CE settings in old level files
863 * fixed graphical bug with smashing elements falling faster than player
866 * fixed major bug which prevented private levels from being edited
867 * fixed bug with precedence of general and special font definitions
870 * fixed graphical bug with player animation when player moves slowly
873 * uploaded pre-release (test) version 3.2.0-3 binary and source code
876 * fixed bug which prevented "global.num_toons: 0" from working
879 * major code cleanup (removed all these annoying "#if 0" blocks)
882 * added custom element actions for CE change page in level editor
885 * fixed music initialization bug in init.c (thanks to David Binderman)
886 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
887 (this bug must probably be fixed at other places, too)
890 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
891 (should be '#include <SDL.h>' instead)
894 * fixed bug which prevented "walkable from no direction" from working
895 (due to compatibility code overwriting this setting after loading)
898 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
901 * version number temporarily set to 3.1.1 (intermediate bugfix release)
902 * version 3.1.1 released
905 * changed some va_arg() arguments from 'long' to 'int', fixing problems
906 on 64-bit architecture systems with LP64 data model
909 * fixed bug with bombs not exploding when hitting the last level line
910 (introduced after the release of 3.1.0)
913 * added support for dumping small-sized level sketches from editor
916 * added recognition of "trigger element" for "change digged element to"
917 (this is not really what the "trigger element" was made for, but its
918 use may seem obvious for leaving back digged elements unchanged)
921 * fixed multiple warnings about failed joystick device initialization
924 * fixed bug with dynamite dropped on top of just dropped custom element
925 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
926 dynamite can still be dropped, but drop key must be released before
929 * fixed bug with wrong start directory when started from file browser
930 (due to this bug, R'n'D could not be started from KDE's Konqueror)
933 * fixed bug causing "change when impact" on player not working
934 * fixed wrong priority of "hitting something" over "hitting <element>"
935 * fixed wrong priority of "hit by something" over "hit by <element>"
938 * fixed graphical bug which caused the player (being Murphy) to show
939 collecting animations although the element was collected by penguin
942 * fixed two bugs causing wrong door background graphics in system.c
943 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
946 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
947 * added "no direction" to "walkable/passable from" selectbox options
950 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
951 * in tape autoplay, not only report broken, but also missing tapes
954 * uploaded pre-release (test) version 3.2.0-2 binary and source code
957 * fixed small bug with "linear" animation not working for active lamp
960 * fixed bug with moving up despite gravity due to "block last field"
961 * fixed small bug with wrong draw offset when typing name in main menu
962 * when reading user names from "passwd", ignore data after first comma
963 * when creating new "levelinfo.conf", only write some selected entries
966 * fixed displaying "imported from/by" on preview with empty string
967 * fixed ignoring draw offset for fonts used for level preview texts
970 * fixed a delay problem with SDL and too many mouse motion events
971 * added setup option "skip levels" and level skipping functionality
974 * added move speed "not moving" for non-moving CEs, but with direction
977 * fixed mapping of obsolete element token names in "editorsetup.conf"
978 * fixed bug with sound "acid.splashing" treated as a loop sound
979 * fixed some little sound bugs in native EM engine
982 * fixed small bug when dragging scrollbars to end positions
985 * added editor element descriptions written by Aaron Davidson
988 * improved fallback handling when configured artwork is not available
989 (now using default artwork instead of exiting when files not found)
992 * fixed bug on level selection screen when dragging scrollbar
995 * fixed bug which caused broken tapes when appending to EM engine tapes
998 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1001 * added code to replace changed artwork config tokens with other tokens
1002 (needed for backwards compatibility, so that older tokens still work)
1005 * added native R'n'D graphics for some new EMC elements in EM engine
1008 * fixed some bugs in the EM engine integration code
1009 * changed EM engine code to allow diagonal movement
1010 * changed EM engine code to allow use of separate snap and drop keys
1013 * fixed some redraw bugs when using EM engine
1016 * fixed bug with not converting RND levels which are set to use native
1017 engine to native level structure when loading
1020 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1023 * version number set to 3.2.0
1026 * level data now reset to defaults after attempt to load invalid file
1029 * added use of "editorsetup.conf" for different level sets
1032 * added auto-detection for various types of Emerald Mine level files
1035 * fixed bug with scrollbars getting too small when list is very large
1038 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1041 * added most level editor configuration gadgets for new EMC elements
1044 * added more element and graphic definitions for new EMC elements
1047 * modified native EM engine to use integrated R'n'D sound system
1050 * added SDL support to graphics functions in native EM engine
1051 (by always using generic libgame interface functions)
1054 * fixed bug in frame synchronization in native EM engine
1057 * added code to convert levels between R'n'D and native EM engine
1060 * new Emerald Mine engine can now play levels selected in main menu
1063 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1064 (which creates scaled down graphics for level editor and preview);
1065 there's still a memory leak somewhere in the artwork handling code
1066 * added "scale image up" functionality to X11 version of zoom function
1069 * first attempts to integrate new, native Emerald Mine Club engine
1072 * fixed bug in gadget code which caused reset of CEs in level editor
1073 (example: pressing 'b' [grab brush] on CE config page erased values)
1074 (solution: check if gadgets in ClickOnGadget() are really mapped)
1075 * improved level change detection in editor (settings now also checked)
1076 * fixed bug with "can move into acid" and "don't collide with" state
1079 * fixed maze runner style CEs to use the configured move delay value
1082 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1085 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1086 * fixed the above fix because it broke level set "machine" (*sigh*)
1087 * fixed random element placement in level editor to work as expected
1088 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1091 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1094 * fixed bug (missing array boundary check) which caused broken tapes
1095 * fixed bug (when loading level template) which caused broken levels
1096 * fixed bug with new block last field code when using non-yellow player
1099 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1100 * internal change of how the player blocks the last field when moving
1101 * fixed blocking delay of last field for EM and SP style block delay
1102 * fixed bug where the player had to wait for the usual move delay after
1103 unsuccessfully trying to move, when he directly could move after that
1104 * the last two changes should make original Supaplex level 93 solvable
1105 * improved use of random number generator to make it less predictable
1106 * fixed behaviour of slippery SP elements to let slip left, then right
1109 * fixed bug with wrong door state after trying to quickload empty tape
1110 * fixed waste of static memory usage of the binary, making it smaller
1111 * fixed very little graphical bug in Supaplex explosion
1114 * version number set to 3.1.1
1117 * version 3.1.0 released
1120 * fixed bug with crash when writing user levelinfo.conf the first time
1123 * added option "convert LEVELDIR [NR]" to command line batch commands
1124 * re-converted Supaplex levels to apply latest engine fixes
1125 * changed "use graphic/sound of element" to "use graphic of element"
1126 due to compatibility problems with some levels ("bug machine" etc.)
1129 * fixed bug with CE change replacing player with same or other player
1132 * fixed bug with opaque font in envelope with background graphic when
1133 background graphic is not transparent itself
1136 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1137 * corrected original Supaplex level loading code to use these new ports
1138 * also corrected Supaplex loader to auto-count infotrons if set to zero
1141 * fixed bug with missing initialization of "modified" flag for GEs
1144 * fixed bug that caused endless recursion loop when relocating player
1145 * fixed tape recorder bug in "step mode" when using "pause before end"
1146 * fixed tape recorder bug when changing from "warp forward" mode
1149 * fixed bug with "when touching" for pushed elements at last position
1152 * fixed bug that caused two activated toolbox buttons in level editor
1153 * fixed bug with exploding dynabomb under player due to other explosion
1156 * fixed bug with creating walkable custom element under player (again)
1157 * fixed bug with not copying explosion type when copying CEs in editor
1158 * fixed graphical bug when drawing player in setup menu (input devices)
1159 * fixed graphical bug when the player is pushing an accessible element
1160 * fixed bug with classic switchable elements triggering CE changes
1161 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1162 * fixed crash bug when CE leaves behind the trigger player element
1165 * fixed bug with broken tubes after placing/exploding dynamite in them
1166 * fixed bug with exploding dynamite under player due to other explosion
1167 * fixed bug with not resetting push delay under certain circumstances
1170 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1171 * added network multiplayer code for Windows (thanks to Niko Böhm)
1174 * added option "reachable despite gravity" for gravity movement
1175 * changed gravity movement of most classic walkable and passable
1176 elements back to "not reachable" (for compatibility reasons)
1179 * fixed (removed) "indestructible" / "can explode" dependency in editor
1180 * fixed (removed) "accessible inside" / "protected" dependency
1181 * fixed (removed) "step mode" / "shield time" dependency
1184 * fixed dynabombs exploding now into anything diggable
1185 * fixed Supaplex style gravity movement into buggy base now impossible
1186 * added pressing key "space" as valid action to select menu options
1189 * added "replace when walkable" to relocate player to walkable element
1190 * added "enter"/"leave" event for elements affected by relocation
1191 * fixed "direct"/"indirect" change order also for "when change" event
1192 * fixed graphical bug when pushing things from elements walkable inside
1195 * fixed graphic bug when player is snapping while moving in old levels
1196 * fixed bug when a moving custom element leaves a player element behind
1197 * fixed bug with mole not disappearing when moving into acid pool
1198 * fixed bug with incomplete path setting when using "--basepath" option
1199 * moving CE can now leave walkable elements behind under the player
1200 * when relocating, player can be set on walkable element now
1201 * fixed another gravity movement bug
1204 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1207 * added "collectible" and "removable" to extended replacement types
1208 (where "removable" replaces "diggable" and "collectible" elements)
1209 * added "collectible & throwable" (to throw element to the next field)
1210 * fixed bug with CEs digging elements that are just about to explode
1211 * changed mouse cursor now always being visible when game is paused
1214 * added possibility to push/press accessible elements from a side that
1216 * fixed bug with not setting actual date when appending to tape
1219 * fixed bug with incorrectly initialized custom element editor graphics
1222 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1223 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1226 * fixed bug with destroyed robot wheel still attracting robots forever
1227 * fixed bug with time gate switch deactivating after robot wheel time
1228 (while the time gate itself is not affected by this misbehaviour)
1229 * changed behaviour of BD style amoeba to always get blocked by player
1230 (before it was different when there were non-BD elements in level)
1231 * fixed bug with player destroying indestructable elements with shield
1234 * added option to make growing elements grow into anything diggable
1235 (for the various amoeba types, biomaze and "game of life")
1238 * fixed bug with movable elements not moving after left behind by CEs
1239 * changed gravity movement to anything diggable, not only sand/base
1240 * optionally allowing passing to walkable element, not only empty space
1241 * added option "can pass to walkable element" for players
1242 * finally fixed gravity movement (hopefully)
1245 * fixed bug with movable elements not moving anymore after falling down
1248 * fixed another bug with custom elements digging and leaving elements
1249 * fixed bug with "along left/right side" and automatic start direction
1250 * trigger elements now also displayed when "more custom" deactivated
1251 * fixed bug with clipboard element initialized when loading new level
1252 * added option "drop delay" to set delay before dropping next element
1255 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1258 * added copy and paste functions for custom change pages
1259 * enhanced graphical display and functionality of tape recorder
1260 * fixed bug with custom elements digging and leaving elements
1263 * added move speed faster than "very fast" for custom elements
1264 * fixed bug with 3+3 style explosions and missing border content
1265 * fixed little bug when copying custom elements in the editor
1266 * enhanced custom element changes by more side trigger actions
1269 * added option "no scrolling when relocating" for instant teleporting
1270 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1273 * added trigger element and trigger player to use as target elements
1274 * added copy and paste functions for custom and group elements
1277 * fixed graphical bug when displaying explosion animations
1278 * fixed bug when appending to tapes, resulting in broken tapes
1279 * re-recorded a few tapes broken by fixing gravity checking bug
1282 * "can move into acid" property now for all elements independently
1283 * "can fall into acid" property for player stored in same bitfield now
1284 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1285 * version number set to 3.1.0 (finally!)
1288 * changed tape recording to only record input, not programmed actions
1291 * fixed totally broken (every 8th frame skipped) step-by-step recording
1292 * fixed bug with requester not displayed when quick-loading interrupted
1293 * added option "can fall into acid (with gravity)" for players
1294 * fixed bug with player not falling when snapping down with gravity
1297 * fixed bug which messed up key config when using keypad number keys
1300 * fixed bug which allowed moving upwards even when gravity was active
1301 * fixed bug with missing error handling when dumping levels or tapes
1304 * added different colored editor graphics for Supaplex gravity tubes
1307 * fixed bug that allowed solvable tapes for unsolvable levels
1310 * use unlimited number of droppable elements when "count" set to zero
1311 * added option to use step limit instead of time limit for level
1314 * added player and change page as trigger for custom element change
1317 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1320 * fixed bug with dark yamyam changing to acid when moving over acid
1321 * fixed handling of levels with more than 999 seconds level time
1322 (example: level 76 of "Denmine")
1325 * "spring push bug" reintroduced as configurable element property
1326 * fixed bug with missing properties for "mole"
1327 * fixed bug that showed up when fixing the above "mole" properties bug
1328 * added option "can move into acid" for all movable elements
1329 * fixed graphical bug for elements moving into acid
1330 * changed event handling to handle all pending events before going on
1333 * fixed bug which caused all CE change pages to be ignored which had
1334 the same change event, but used a different element side
1335 (reported by Simon Forsberg)
1337 * fixed bug which caused elements that can move and fall and that are
1338 transported by a conveyor belt to continue moving into that direction
1339 after leaving the conveyor belt, regardless of their own movement
1340 type; only elements which can not move are transported now
1341 (reported by Simon Forsberg)
1343 * fixed bug which could cause an array overflow in RelocatePlayer()
1344 (reported by Niko Böhm)
1346 * changed Emerald Mine style "passable / over" elements to "protected"
1347 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1349 * added new option to select from which side a "walkable/passable"
1350 element can be entered
1353 * added explosion and ignition delay for elements that can explode
1356 * fixed bug which caused player not being protected against enemies
1357 when a CE was "walkable / inside" and was not "indestructible"
1358 * added "walkable/passable" fields to be "protected/unprotected"
1359 against enemies, even if not accessible "inside" but "over/under"
1362 * corrected move pattern to 32 bit and initial move direction to 8 bit
1365 * added second custom element base configuration page
1368 * added some special EMC mappings to Emerald Mine level loader
1369 (also covering previously unknown element in level 0 of "Bondmine 8")
1372 * added option to block last field when player is moving (for Supaplex)
1373 * adjusted push delay of Supaplex elements
1374 * removed delays for envelopes etc. when replaying with maximum speed
1375 * fixed bug when dropping element on a field that just changed to empty
1378 * fixed bug: infotrons can now smash yellow disks
1379 * fixed bug: when gravity active, port above player can now be entered
1380 * removed "one white dot" mouse pointer which irritated some people
1383 * added "choice type" for group element selection
1386 * fixed bug with initial invulnerability of non-yellow player
1389 * added level loader for loading native Supaplex packed levels
1390 (including multi-part levels like the "splvls99" levels)
1393 * fixed bug which allowed creating emeralds by escaping explosions
1396 * custom elements can change (limited) or leave (unlimited) elements
1397 * finally added multiple matches using group elements
1398 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1401 * added new start movement type "previous" for continued CE movement
1402 * added new start movement type "random" for random CE movement start
1405 * added new element "sokoban_field_player" needed for Sokoban levels
1406 (thanks to Ed Booker for pointing this out!)
1409 * added elements that can be digged or left behind by custom elements
1412 * added group elements for multiple matches and random element creation
1415 * fixed some graphical errors displayed in old levels
1418 * fixed wrong double speed movement after passing closing gates
1421 * added level loader for loading native Emerald Mine levels
1424 * changes for "shooting" style CE movement
1427 * Happy New Year! ;-)
1430 * changed default snap/drop keys from left/right Shift to Control keys
1433 * fixed bug with dead player getting reanimated from custom element
1436 * fixed bug with wrong penguin graphics (when entering exit)
1439 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1442 * version number set to 3.0.9
1445 * version 3.0.8 released
1448 * added function checked_free()
1451 * fixed bug with double nut cracking sound
1452 (by eliminating "default element action sound" assignment in init.c)
1455 * fixed crash when no music info files are available
1458 * fixed boring and sleeping sounds
1461 * added "maze runner" and "maze hunter" movement types
1462 * added extended collision conditions for custom elements
1465 * added warnings for undefined token values in artwork config files
1468 * added menu entry for level set information to the info screen
1471 * fixed bug with wrong default impact sound for colored emeralds
1474 * added several sub-screens for the info screen
1475 * menu text now also clickable (not only blue/red sphere left of it)
1478 * added configurable "bored" and "sleeping" animations for the player
1479 * added "awakening" sound for player when waking up after sleeping
1482 * added "copy" and "exchange" functions for custom elements to editor
1485 * added configurable element animations for info screen
1488 * added configurable music credits for info screen
1491 * finally fixed tape recording when player is created from CE change
1494 * added "editorsetup.conf" for editor element list configuration
1497 * added "musicinfo.conf" for menu and level music configuration
1500 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1501 (that only showed up on Linux, but not on Windows systems)
1504 * fixed turning movement of butterflies and fireflies (no frame reset)
1505 * enhanced sniksnak turning movement (two steps instead of only one)
1508 * version number set to 3.0.8
1511 * version 3.0.7 released
1514 * fixed reset of player animation frame when, for example,
1515 walking, digging or collecting share the same animation
1516 * fixed CE with "deadly when touching" exploding when touching amoeba
1519 * fixed tape recording when player is created from CE element change
1522 * introduced "turning..." action graphic for elements with move delay
1523 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1524 * added turning animations for bug, spaceship and sniksnak
1527 * prevent "extended" changed elements from delay change in same frame
1530 * fixed bug when pushing element that can move away to the side
1531 (like pushing falling elements, but now with moving elements)
1534 * finally fixed serious bug in code for delayed element pushing (again)
1537 * unavailable setup options now marked as "n/a" instead of "off"
1538 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1539 to "true", levels are always played with the latest game engine,
1540 which is desired for levels that are imported from other games; all
1541 other levels are played with the engine version stored in level file
1542 (which is normally the engine version the level was created with)
1545 * fixed serious bug in code for delayed element pushing
1546 * fixed little bug in animation frame selection for pushed elements
1547 * speed-up of reading config file for verbose output
1550 * added configuration option for opening and closing Supaplex exit
1551 * added configuration option for moving up/down animation for Murphy
1552 * fixed incorrectly displayed animation for attacking dragon
1553 * fixed bug with not setting initial gravity for each new game
1554 * fixed bug with teleportation of player by custom element change
1555 * fixed bug with player not getting smashed by rock sometimes
1558 * version number set to 3.0.7
1561 * version 3.0.6 released
1564 * added support for MP3 music for SDL version through SMPEG library
1567 * fixed bug when initializing font graphic structure
1568 * fixed bug with animation mode "pingpong" when using only 1 frame
1569 * fixed bug with extended change target introduced in 3.0.5
1570 * fixed bug where passing over moving element doubles player speed
1571 * fixed bug with elements continuing to move into push direction
1572 * fixed bug with duplicated player when dropping bomb with shield on
1573 * added "switching" event for custom elements ("pressing" only once)
1574 * fixed switching bug (resetting flag when not switching but not idle)
1577 * fixed element tokens for certain file elements with ".active" etc.
1580 * version number set to 3.0.6
1583 * version 3.0.5 released
1586 * now four envelope elements available
1587 * font, background, animation and sound for envelope now configurable
1588 * main menu doors opening/closing animation type now configurable
1591 * active/inactive sides configurable for custom element changes
1592 * new movement type "move when pushed" available for custom elements
1595 * fixed bug in multiple config pages loader code that caused crashes
1598 * enhanced (remaining low-resolution) Supaplex graphics
1601 * version number set to 3.0.5
1604 * version 3.0.4 released
1606 2003-09-12 src/tools.c
1607 * fixed bug in custom definition of crumbled element graphics
1609 2003-09-11 src/files.c
1610 * fixed bug in multiple config pages code that caused crashes
1613 * version number set to 3.0.4
1616 * version 3.0.3 released
1619 * added music to Supaplex classic level set
1621 2003-09-07 src/libgame/misc.c
1622 * added support for loading various music formats through SDL_mixer
1624 2003-09-06 (various source files)
1625 * fixed several nasty bugs that may have caused crashes on some systems
1626 * added envelope content which gets displayed when collecting envelope
1627 * added multiple change event pages for custom elements
1629 2003-08-24 src/game.c
1630 * fixed problem with player animation when snapping and moving
1632 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1633 * fixed problem with flickering when drawing toon animations
1635 2003-08-23 src/libgame/sdl.c
1636 * fixed problem with setting mouse cursor in SDL version in fullscreen
1638 2003-08-23 src/game.c
1639 * fixed bug (missing array boundary check) which could crash the game
1642 * version number set to 3.0.3
1645 * version 3.0.2 released
1647 2003-08-21 src/game.c
1648 * fixed bug with creating inaccessible elements at player position
1650 2003-08-20 src/init.c
1651 * fixed bug with not finding current level artwork directory
1653 2003-08-20 src/files.c
1654 * fixed bug with choosing wrong engine version when playing tapes
1655 * fixed bug with messing up custom element properties in 3.0.0 levels
1658 * version number set to 3.0.2
1661 * version 3.0.1 released
1663 2003-08-17 (no source files affected)
1664 * changed all "classic" PCX image files with 16 colors or less to
1665 256 color (8 bit) storage format, because the Allegro game library
1666 cannot handle PCX files with less than 256 colors (contributed
1667 graphics are not affected and might look wrong in the DOS version)
1669 2003-08-16 src/init.c
1670 * fixed bug which (for example) crashed the level editor when defining
1671 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1672 (only set to default) -- invalid graphics now set to default graphic
1674 2003-08-16 src/init.c
1675 * fixed graphical bug of player digging/collecting/snapping element
1676 when no corresponding graphic/animation is defined for this action,
1677 resulting in player being drawn as EL_EMPTY (which should only be
1678 done to elements being collected, but not to the player)
1680 2003-08-16 src/game.c
1681 * fixed small graphical bug of player not totally moving into exit
1683 2003-08-16 src/libgame/setup.c
1684 * fixed bug with wrong MS-DOS 8.3 filename conversion
1686 2003-08-16 src/tools.c
1687 * fixed bug with invisible mouse cursor when pressing ESC while playing
1689 2003-08-16 (various source files)
1690 * added another 128 custom elements (disabled in editor by default)
1692 2003-08-16 src/editor.c
1693 * fixed NULL string bug causing Solaris to crash in sprintf()
1695 2003-08-16 src/screen.c
1696 * fixed drawing over scrollbar on level selection with custom fonts
1698 2003-08-15 src/game.c
1699 * cleanup of simple sounds / loop sounds / music settings
1701 2003-08-08 (various source files)
1702 * added custom element property for dropping collected elements
1704 2003-08-08 src/conf_gfx.c
1705 * fixed bug with missing graphic for active red disk bomb
1707 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1708 * extended variable "level.gravity" to "level.initial_gravity" and
1709 "game.current_gravity" to prevent level setting from being changed
1710 by playing the level (keeping the runtime value after playing)
1712 * fixed graphics bug when digging element that has 'crumbled' graphic
1713 definition, but not 'diggable' graphic definition
1716 * version number set to 3.0.1
1719 * version 3.0.0 released
1722 * various bug fixes; among others:
1723 - fixed bug with pushing spring over empty space
1724 - fixed bug with leaving tube while placing dynamite
1725 - fixed bug with explosion of smashed penguins
1726 - allow Murphy player graphic in levels with non-Supaplex elements
1730 * I have forgotten to document changes for some time
1733 * pre-release version 2.2.0rc1 released
1736 * version number set to 2.1.2
1739 * version 2.1.1 released
1742 * version number set to 2.1.1
1745 * version 2.1.0 released
1748 * version number set to 2.1.0
1750 2002-04-03 to 2002-05-19 (various source files)
1751 * graphics, sounds and music now fully configurable
1752 * bug fixed that prevented walking through tubes when gravity on
1754 2002-04-02 src/events.c, src/editor.c
1755 * Make Escape key less aggressive when playing or when editing level.
1756 This can be configured as an option in the setup menu. (Default is
1757 "less aggressive" which means "ask user if something can be lost"
1758 when pressing the Escape key.)
1760 2002-04-02 src/screen.c
1761 * Added "graphics setup" screen.
1763 2002-04-01 src/screen.c
1764 * Changed "choose level" setup screen stuff to be more generic (to
1765 make it easier to add more "choose from generic tree" setup screens).
1767 2002-04-01 src/config.c, src/timestamp.h
1768 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1769 automatically gets created by "src/Makefile" and contains an actual
1770 compile-time timestamp to identify development versions of the game).
1772 2002-03-31 src/tape.c, src/events.c
1773 * Added quick game/tape save/load functions to tape stuff which can be
1774 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1775 loads previously recorded tape and directly goes into recording mode
1776 from the end of the tape (therefore appending to the tape).
1778 2002-03-31 src/tape.c
1779 * Added "index mark" function to tape recorder. When playing or
1780 recording, "eject" button changes to "index" button. Setting index
1781 mark is not yet implemented, but pressing index button when playing
1782 allows very quick advancing to end of tape (when normal playing),
1783 very fast forward mode (when playing with normal fast forward) or
1784 very fast reaching of "pause before end of tape" (when playing with
1785 "pause before end" playing mode).
1787 2002-03-30 src/cartoons.c
1788 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1790 2002-03-29 src/screen.c
1791 * Changed setup screen stuff to be more generic (to make it easier
1792 to add more setup screens).
1794 2002-03-23 src/main.c, src/main.h
1795 * Various changes due to the introduction of the new libgame files
1796 "setup.c" and "joystick.c".
1798 2002-03-23 src/files.c
1799 * Generic parts of "src/files.c" (mainly setup and level directory
1800 stuff) moved to new libgame file "src/libgame/setup.c".
1802 2002-03-23 src/joystick.c
1803 * File "src/joystick.c" moved to libgame source tree, with
1804 correspondig changes.
1806 2002-03-22 src/screens.c
1807 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1808 (Wrong level series information displayed when entering main group.)
1810 2002-03-22 src/editor.c
1811 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1813 2002-03-22 src/editor.c
1814 * Changed behaviour of "Escape" key in level editor to be more
1815 intuitive: When in "Element Properties" or "Level Info" mode,
1816 return to "Drawing Mode" instead of leaving the level editor.
1818 2002-03-21 src/game.c, src/editor.c, src/files.c
1819 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1820 gems (emeralds, diamonds, ...) slipping down from normal wall,
1821 steel wall and growing wall (as in E.M.C. style levels). Although
1822 the behaviour of contributed and private levels wasn't changed (due
1823 to the use of "level.game_version"; see previous entry), editing
1824 those levels will (of course) change the behaviour accordingly.
1826 This change seems a bit too hard after thinking about it, because
1827 the EM style behaviour is not the "expected" behaviour (gems would
1828 normally only slip down from "rounded" walls). Therefore this was
1829 now changed to an element property for gem style elements, with the
1830 default setting "off" (which means: no special EM style behaviour).
1831 To fix older converted levels, this flag is set to "on" for pre-2.0
1832 levels that are neither contributed nor private levels.
1834 2002-03-20 src/files.h
1835 * Corrected settings for "level.game_version" depending of level type.
1836 (Contributed and private levels always get played with game engine
1837 version they were created with, while converted levels always get
1838 played with the most recent version of the game engine, to let new
1839 corrections of the emulation behaviour take effect.)
1841 2002-03-20 src/main.h
1842 * Added "#include <time.h>". This seems to be needed by "tape.c" for
1843 compiling the SDL version on some systems.
1844 Thanks to the several people who pointed this out.
1847 * Version number set to 2.0.2.
1850 * Version 2.0.1 released.
1852 2002-03-18 src/screens.c
1853 * "HandleChooseLevel()": Small bug in level series navigation fixed.
1855 2002-03-18 src/files.c [src/libgame/misc.c]
1856 * Moved some common functions from src/files.c to src/libgame/misc.c.
1858 2002-03-18 src/files.c [src/libgame/misc.c]
1859 * Changed permissions for new directories and saved files (especially
1860 score files) according to suggestions of Debian users and mantainers.
1861 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
1863 2002-03-17 src/files.c
1864 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
1865 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
1866 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
1867 for levels and "TAPE" for tapes). Old "cookie" style format is
1868 still supported for reading. New level and tape files are written
1871 * New IFF chunk "VERS" contains version numbers for file and game
1872 (where "game version" is the version of the program that wrote the
1873 file, and "file version" is a version number to distinguish files
1874 with different format, for example after adding new features).
1876 2002-03-15 src/screen.c
1877 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
1878 (Before, you heard a mixture of the in-game music and the
1879 hall-of-fame music.)
1881 2002-03-14 src/events.c
1882 * Function "DumpTape()" (files.c) now available by pressing 't' from
1883 main menu (when in DEBUG mode).
1885 2002-03-14 src/game.c
1886 * "GameWon()": When game was won playing a tape, now there is no delay
1887 raising the score and no corresponding sound is played.
1889 2002-03-14 src/files.c
1890 * Changed "LoadTape()" for real chunk support and also adjusted
1891 "SaveTape()" accordingly.
1893 2002-03-14 src/game.c, src/tape.c, src/files.c
1894 * Important changes to tape format: The old tape format stored all
1895 actions with a real effect with a corresponding delay between the
1896 stored actions. This had some major disadvantages (for example,
1897 push delays had to be ignored, pressing a button for some seconds
1898 mutated to several single button presses because of the non-action
1899 delays between two action frames etc.). The new tape format just
1900 stupidly records all device actions and replays them later. I really
1901 don't know why I haven't solved it that way before?! Old-style tapes
1902 (with tape file version less than 2.0) get converted to the new
1903 format on-the-fly when loading and can therefore still be played;
1904 only some minor parts of the old-style tape handling code was needed.
1905 (A perfect conversion is not possible, because there is information
1906 missing about the device actions between two action frames.)
1908 2002-03-14 src/files.c
1909 * New function "DumpTape()" to dump the contents of the current tape
1910 in a human readable format.
1912 2002-03-14 src/game.c
1913 * Small tape bug fixed: When automatically advancing to next level
1914 after a game was won, the tape from the previous level still was
1915 loaded as a tape for the new level.
1917 2002-03-14 src/tape.c
1918 * Small graphical bug fixed: When pressing ""Record" or "Play" on
1919 tape, cartoons did not get completely removed because
1920 StopAnimation() was not called.
1922 2002-03-13 src/files.c
1923 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
1924 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
1925 size even when using 16-bit elements). Added new chunk "CNT2" for
1926 16-bit amoeba content (previously written in 8-bit field in "HEAD"
1927 chunk even when content was 16-bit element). "CNT2" should now be
1928 able to store content for arbitrary elements (up to eight blocks of
1929 3 x 3 element arrays). All "CNT2" elements will always be stored as
1930 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
1932 2002-03-13 src/files.c
1933 * Changed "LoadLevel()" for real chunk support.
1935 2002-03-12 src/game.c
1936 * Fixed problem (introduced after 2.0.0 release) with penguins
1937 not getting killed by enemies
1939 2002-02-24 src/game.c, src/main.h
1940 * Added "player->is_moving"; now "player->last_move_dir" does
1941 not contain any information if the player is just moving at
1943 Before, "player->last_move_dir" was misused for this purpose
1944 for the robot stuff (robots don't kill players when they are
1945 moving). But setting "player->last_move_dir" to MV_NO_MOVING
1946 broke tapes when walking through pipes!
1947 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
1948 in a continuous movement. This fact is ignored for friends and