2 * added possibility to reanimate player immediately after his death
3 (for example, by "change to <player> when explosion of <player>")
6 * fixed bug with "gray" white door not being uncovered by magnifier
7 * added score for collecting (any) key to the white key config page
10 * added condition "deadly when <getting hit by>" for custom elements
11 that behaves a bit like the existing "deadly when <colliding with>",
12 but with the following differences:
13 - it only kills players or friends when it was moving before it hits
14 - it does not kill players or friends that try to run into it
17 * fixed the following change conditions where a player element is used
18 as the "element that is triggering the custom element change":
21 - explosion of <element>
23 (the last two conditions already worked partially, but only for the
24 first player, and not for the "Murphy" player when using "move of")
27 * fixed crash bug caused by accessing invalid element (with value -1)
28 in UpdateGameControlValues()
29 * fixed graphical bug when using two-tile movement animations with EMC
30 game engine without explicitly using native EMC graphics engine
33 * fixed bug in new "can dig" feature (see below) so that an unsuccessful
34 try to push something (due to push delay) does not cause a dig action
37 * fixed bug with reference elements used as trigger elements on custom
38 element change pages not being recognized
39 * fixed bug with reference elements not being removed from the playfield
40 * added engine functionality that allows custom elements that "can dig"
41 other elements not only to do so when moving by themselves, but also
42 when being pushed by the player (therefore adding the functionality to
43 push one element over another element, replacing it with the new one)
46 * added command line function to write level sketch images to directory
49 * merged override and auto-override options into new override options
50 with a new data type than can take the values "no", "yes" and "auto"
53 * fixed growing steel wall to also leave behind steel wall instead of
54 normal, destructible wall
55 * fixed handling of rocks falling through stacks of quicksand with
56 different speed (before, the rocks just got stuck in the quicksand)
59 * fixed nasty bug with auto-override and normal override not working on
60 program startup (especially when current level set has custom artwork)
63 * version 3.2.5 released as special edition "R'n'D jue"
66 * fixed X11 crash bug when blitting masked title screens over background
69 * changed build system to support special editions (like "R'n'D jue")
70 * added (hardcoded) loading graphics for "R'n'D jue" special edition
71 * fixed X11 crash bug when scaling images with width/height less than 32
74 * added "background.PLAYING" (only visible as two-pixel border in game)
75 * added default level set for first start of special R'n'D version
76 * changed door animations for editor always behaving like "quick doors"
79 * added new custom artwork setup option "auto-override non-CE sets" for
80 automatic artwork override that is only used for level sets without
81 custom element artwork (as it does not make much sense to override
82 any artwork that redefines custom element artwork for sets using CEs)
83 * fixed default artwork for "special" R'n'D versions always using the
84 "classic" artwork as the base if base artwork is not explicitly
85 defined in "levelinfo.conf", regardless of different default artwork
86 used by the special R'n'D version -- this is needed because any such
87 custom artwork is designed using the "classic" artwork definitions as
88 the base (including menu definitions and screen positions etc., which
89 would otherwise be taken from the different special default artwork)
92 * fixed drawing of animated "quicksand.filling" and "quicksand.emptying"
93 for both EMC and R'n'D graphics engine (heavy workarounds needed due
94 to massively broken handling of quicksand in R'n'D game engine)
95 * fixed off-limits access to array in DrawLevelFieldCrumbledSandExt()
96 * fixed crash bug (hopefully) when scrolling with cursor keys in editor
99 * fixed small bug in toon drawing (introduced when fixing the crash bug)
102 * added graphics definition "game.panel.highscore" to display the
103 current levels current high score in the game panel
106 * version number set to 3.2.5
109 * version 3.2.4 released
112 * fixed crash bug in toon drawing functions for large step offset values
115 * fixed some problems with displaying game panel when quick-loading tape
118 * fixed (experimental only) redrawing of every tile per frame (even if
119 unneeded) for the extended (R'n'D based) EMC graphics engine
120 * added optimization to only calculate element count for panel display
121 if really needed (that is, if element count values defined on panel)
122 * fixed problem with special editor door redraw when entering main menu
125 * fixed bug with displaying background for title messages on info screen
126 * some code cleanup for the extended (R'n'D based) EMC graphics engine
129 * fixed bug with CE action "move player" always resulting in player 4
130 if there was a CE action with no trigger player (because the player
131 element was calculated by using log_2() from trigger player bits with
132 the value PLAYER_BITS_ANY) -- this is now fixed by also storing the
133 triggering player bit mask and handling all players in "move player"
134 * fixed bug when defined artwork cannot be found for artwork that has
135 default artwork cloned from other artwork (without default filename)
136 * added several fixes to the extended (R'n'D based) EMC graphics engine
139 * fixed broken editor copy and paste for custom elements between levels
142 * title messages are now also searched in graphics artwork directory;
143 those found in graphics directory have precendence over those found
144 in level directory -- this handles title messages stored in graphics
145 directories as part of the artwork set, just like title images; this
146 makes sense, as corresponding special font definitions for messages
147 are usually defined in the same graphics artwork directory, and also
148 because title images and title messages that are combined in a level
149 set introduction should usually not be separated when the level set
150 is used with a different artwork set (e.g. using "override graphics")
151 * fixed problem with door borders on main screen by first drawing doors
152 and then the corresponding border masks, but not vice versa
153 * fixed problem with artwork config entries using the value "[DEFAULT]";
154 this does not what one might expect, but sets the value to an invalid
155 value -- solution: simply ignore such entries, which results in this
156 value keeping its previous (real) default value (in general, entries
157 that should use their default value should just not be defined here)
158 * fixed problem with wrong fading area size from main menu to setup menu
161 * fixed problem with broken crumbled graphics after level set changes
162 when using R'n'D custom artwork with level sets using the EMC engine
165 * fixed invisible "joysticks deactivated ..." text on setup input screen
168 * added use of hashes created from static lists (element tokens, image
169 config, font tokens) to speed up lookup of configuration parameters
170 * fixed bug where element and graphic config token lookup was mixed up
173 * added "busy" animation when initializing program and loading artwork
174 * added initialization profiling for program startup (debugging only)
177 * fixed(?) very strange bug apparently triggered by memset() when code
178 was cross-compiled with MinGW cross-compiler for Windows XP platform
179 (this only happened when using SDL.dll also self-compiled with MinGW)
182 * added graphics engine directive "border.draw_masked_when_fading" that
183 enables/disables drawing of border mask over screen that is just faded
186 * fixed small problem with separate fading definition for game screen
189 * added additional configuration directives for setup screen draw offset
190 menu.draw_xoffset.SETUP[XXX] and menu.draw_yoffset.SETUP[XXX] with XXX
191 in GAME, EDITOR, GRAPHICS, SOUND, ARTWORK, INPUT, SHORTCUTS_1,
192 SHORTCUTS_2, CHOOSE_ARTWORK, CHOOSE_OTHER (where "CHOOSE_ARTWORK" is
193 used to define draw offset on custom artwork selection screens and
194 "CHOOSE_OTHER" is used on all other list style selection screens, like
195 choosing game speed or screen mode for fullscreen mode)
196 * added additional configuration directives to define main menu buttons:
197 - menu.button_name and menu.button_name.active
198 - menu.button_levels and menu.button_levels.active
199 - menu.button_scores and menu.button_scores.active
200 - menu.button_editor and menu.button_editor.active
201 - menu.button_info and menu.button_info.active
202 - menu.button_game and menu.button_game.active
203 - menu.button_setup and menu.button_setup.active
204 - menu.button_quit and menu.button_quit.active
205 * added eight pure decoration graphic definitions for the game panel
208 * added support for accessing native Diamond Caves II level packages
209 * fixed displaying of game panel values for Emerald Mine game engine
210 * fixed displaying end-of-level time and score values on new game panel
213 * added game panel control to display arbitrary elements on game panel
214 * added game panel control to display custom element score (globally
215 unique for identical custom elements) either as value or as element
216 * added ".draw_masked" and ".draw_order" to game panel control drawing
219 * fixed some general bugs with handling of ".active" elements and fonts
222 * cleanup of game panel elements (some elements were not really needed)
223 * added displaying of gravity state (on/off) as new game panel control
224 * added animation for game panel elements (similar to game elements)
227 * added new pseudo game mode "PANEL" to define panel fonts and graphics
228 - panel fonts now use ".PANEL" suffix instead of ".PLAYING" suffix
229 - panel graphics now use ".PANEL" suffix instead of ".DOOR" suffix
230 (else graphics would have to use ".PLAYING", which would be confusing)
231 * fixed bug when fading out to game screen with border mask defined
234 * added attribute ".tile_size" for element style game panel controls
237 * added <space> key as additional valid key to use for confirm requester
240 * improved menu fading, adding separate fading definitions for entering
241 and leaving a "content" screen (in general), and optional definitions
242 for the special "content" screens SCORES, EDITOR, INFO and PLAYING
245 * added (currently invisible) setup option to define scroll delay value
246 * fixed small bug in priority handling when auto-detecting level start
247 position in levels without player element (but player from CE etc.)
248 * added option "game.forced_scroll_delay_value" to override user choice
249 of scroll delay value for certain level sets with "graphicsinfo.conf"
250 * replaced setup option "scroll delay: on/off" by new setup option that
251 directly allows selecting the desired scroll delay value from 0 to 8
254 * added displaying of most game panel control elements (not animated)
257 * added new configuration directives to display additional game engine
258 values on the game control panel, like the following examples:
259 - game.panel.time_hh/time_mm/time_ss - level time in HH/MM/SS format
260 - game.panel.penguins - number of penguins to rescue
261 - game.panel.level_name - level name of current level
264 * added support for preview tile sizes "1" and "2" (1x1 and 2x2 pixels)
267 * added new player option "no centering when relocating" for "invisible"
268 teleportations to level areas that look exactly the same, giving the
269 illusion that the player did not relocate at all (this was the default
270 since 3.2.3, but caused visual problems with room creation in "Zelda")
271 * added new menu fading effect "melt", shamelessly stolen from "DOOM"
274 * improved menu fading, adding separate fading definitions for entering
275 and leaving a menu and for fading between menu and "content" screens
276 * fixed small bug with recognizing also ".font_xyz" style definitions
279 * improved menu fading, adding separate fading definitions for fading
280 between menu screens and fading between menu and "destination" screens
283 * titlemessage_initial_x and titlemessage_x set to "[DEFAULT]" in static
284 configuration (set from "[titlemessage_initial]" and "[titlemessage]")
285 * fading settings of "[titlemessage_initial]" and "[titlemessage]" set
286 to "[DEFAULT]" in static configuration (set from "[title_initial]" and
288 * improved title fading, allowing fading animation types "none", "fade"
289 and "crossfade" (including cross-fading of last title to main menu)
292 * added configurability of graphics, sounds and music for title screens,
293 which are separated into initial title screens (only shown once at
294 program startup) and title screens shown for a given level set; these
295 title screens can be composed of up to five title images and up to
296 five title text messages (each drawn using an optional background
297 image), also using background music and/or sounds; aspects like
298 background images, sounds and music of title screens can either be
299 defined generally (valid for all title screens) or specifically (and
300 therefore differently for each title screen) using these directives:
302 to define a background image, sound or music file for all screens:
303 - background.TITLE_INITIAL (for all title screens for game startup)
304 - background.TITLE (for all title screens for level sets)
306 to define a background image, sound or music file for a single screen:
307 - background.titlescreen_initial_x (with x in 1,2,3,4,5)
308 - background.titlescreen_x (with x in 1,2,3,4,5)
309 - background.titlemessage_initial_x (with x in 1,2,3,4,5)
310 - background.titlemessage_x (with x in 1,2,3,4,5)
312 to define the title screen images:
313 - titlescreen_initial_x (with x in 1,2,3,4,5)
314 - titlescreen_x (with x in 1,2,3,4,5)
316 to define the title text messages, place text files into the level set
317 directory that have the following file names:
318 - titlemessage_initial_x.txt (with x in 1,2,3,4,5)
319 - titlemessage_x.txt (with x in 1,2,3,4,5)
321 to define the properties of the text messages, either use directives
322 that affect all text messages:
323 - [titlemessage_initial].<suffix>
324 - [titlemessage].<suffix>
325 or use directives that affect single text messages:
326 - titlemessage_initial_x.<suffix> (with x in 1,2,3,4,5)
327 - titlemessage_x.<suffix> (with x in 1,2,3,4,5)
329 valid values for <suffix> are the same as for readme.<suffix> below;
330 use ".sort_priority" (default: 0) to define an arbitrary order for
331 title images and title messages (which can therefore be mixed)
334 * added full configurability of "readme.txt" screen appearance:
335 - readme.x: <left position used with alignment>
336 - readme.y: <top position>
337 - readme.width: <maximim text width in pixels>
338 - readme.height: <maximum text height in pixels>
339 - readme.chars: <maximum number of chars per line>
340 - readme.lines: <maximum number of lines displayed>
341 - readme.align: left,center,right (default: center)
342 - readme.top: top,middle,bottom (default: top)
343 - readme.font: font name
344 - readme.autowrap: true,false (default: true)
345 - readme.centered: true,false (default: false)
346 - readme.parse_comments: true,false (default: true)
347 - readme.sort_priority: (not used here, but only for title screens)
348 when "readme.chars" and/or "readme.lines" is set to "-1" (this is the
349 default), they are automatically determined from "readme.width" and
350 "readme.height" accordingly; when they are not "-1", they have
351 precedence over "readme.width" and "readme.height"
352 * added internal ad-hoc config settings for displaying text files like
353 title messages or "readme.txt" style level set info files:
354 - .font: font name (default: readme.font)
355 - .autowrap: true,false (default: readme.autowrap)
356 - .centered: true,false (default: readme.centered)
357 - .parse_comments: true,false (default: readme.parse_comments)
358 (the leading '.' and the separating ':' are mandatory here); to use
359 these ad-hoc settings, they have to be written inside a comment, like
360 "# .autowrap: false" or "# .centered: true"; these settings then
361 override the above global settings (they can even be used more than
362 once, like "# .centered: true", then some text that should be drawn
363 centered, then "# .centered: false" to go back to non-centered text;
364 important note: after using "# .parse_comments: false", or when using
365 "readme.parse_comments: false", detecting and parsing comments inside
366 the file is disabled and comments are just printed like normal text;
367 also be aware that all automatic text size calculations are done with
368 the font defined in "readme.font", while using different fonts using
369 "# .font: <font>" inside the text file may cause unexpected results
372 * changed some numerical limits in the level editor from 255 to 999
375 * added option "system.sdl_videodriver" to select SDL video driver
376 * added output of SDL video and audio driver to "version info" page
379 * added group element drawing to IntelliDraw drawing functions
380 * fixed animation resetting problem again (last try broke Snake Bite)
381 * fixed diagonal scrolling in screen scrolling (last try broke Pac Man)
384 * added new (special) "include: <filename>" directive that works in all
385 configuration files (like "graphicsinfo.conf") and that has the same
386 effect as if that directive would be replaced with the content of the
387 specified file (this can be useful to split large configuration files
388 into several smaller ones and include them from one main file, or to
389 store configuration settings that always stay the same into a separate
390 file, while including it and only add those parts that really change)
393 * fixed minor bug (screen redraw of player tiles) in EMC graphics engine
396 * fixed bug in "InitMovingField()" where treating an integer array as
397 boolean caused wrong resetting of animations while elements are moving
398 * fixed problem with resetting animations when starting element change
401 * added sort priority for order of title screens and title messages
404 * changed end of game again: do not wait for the user to press a key
405 anymore, but directly ask/confirm tape saving and go to hall of fame
406 * re-enabled quitting of lost game by pressing space or return again
407 * added blanking of mouse pointer when displaying title screens
408 * added remaining menu draw offset definitions for info sub-screens
411 * added setup option to select game speed (from very slow to very fast)
412 * improved handling of title text messages (initial and for level set)
415 * added new options "auto-wrap" and "centered" for DC2 style envelopes
418 * fixed displaying and typing of player name when it is centered
419 * added special characters to be allowed for player name (not only A-Z)
422 * fixed blit in ScrollLevel() to same bitmap to not overlap anymore
423 (newer versions of the SDL library seem to not like this anymore)
426 * added code for configuration directives for control of game panel
429 * fixed small cosmetical bug with underlining property tabs in editor
432 * fixed small drawing bug in X11FadeRectangle
433 * added new elements for newly supported Diamond Caves II levels:
434 - EM/DC style exits that disappear after passing
435 - white key and gate (one white key needed for each white gate)
436 - fake gate (there is no key to open/pass this kind of gate!)
437 - extended magic wall which also handles pearls and crystals
441 * changed maximum value for endless loop detection to a higher value
442 (some levels really used very deep recursion without being endless)
445 * added new elements for newly supported Diamond Caves II levels:
446 - growing steel walls
447 - snappable land mine
450 * added new elements for newly supported Diamond Caves II levels:
451 - steel text elements
454 * added level file loader for native Diamond Caves II levels
457 * version number set to 3.2.4
460 * version 3.2.3 released
463 * fixed malloc/free bug when updating EMC artwork entries in level list
464 * added workaround (warning and request to quit the current game) when
465 changing elements cause endless recursion loop (which would otherwise
466 freeze the game, causing a crash-like program exit on some systems)
469 * fixed nasty string overflow bug when entering too long envelope text
472 * added feedback sounds for menu navigation "menu.item.activating" and
473 "menu.item.selecting" (for highlighting and executing menu entries)
476 * improved "no scrolling when relocating" to also consider scroll delay
477 (meaning that the player is not automatically centered in this case;
478 this makes it possible to "invisibly" relocate the player to a region
479 of the level playfield which looks the same as the old level region)
480 * fixed bug with not recognizing "main.input.name.align" when active
483 * fixed bug with displaying masked borders over title screens when
484 screen fading is disabled
487 * fixed infinite loop / crash bug when killing the player while having
488 a CE with the setting "kill player X when explosion of <player X>"
489 * added special editor graphic for "char_space" to distinguish it from
490 "empty_space" when editing a level (in-game graphics still the same)
493 * fixed nasty bug with initialization only done for the first player
496 * small change to handle loading empty element/content list micro chunks
499 * uploaded pre-release (test) version 3.2.3-0 binary and source code
502 * some optimizations on startup speed by reducing initial text output
505 * added caching of custom artwork information for faster startup times
508 * fixed graphical bug when using fewer menu entries on level selection
509 screen than usual (with "menu.list_size.LEVELS" directive)
510 * fixed crash bug (Windows/SDL only) caused by BlitBitmap blitting from
511 the backbuffer to the backbuffer by error (with identical rectangle)
514 * fixed bug when displaying titlescreen with size less than element tile
515 * fixed bug that caused elements with "change when digging <e>" event
516 to change for _every_ digged element, not only those specified in <e>
517 * fixed bug that caused impact style collision when dropping element one
518 tile over the player that can both fall down and smash players
519 * fixed bug that caused impact style collision when element changed to
520 falling/smashing element over the player immediately after movement
523 * fixed bug that allowed making engine snapshots from the level editor
526 * fixed bugs with player name and current level positions on main screen
529 * added configuration directives for control of title screens:
530 - "title.fade_delay" for fading time
531 - "title.post_delay" for pause between screens (when not crossfading)
532 - "title.auto_delay" to automatically continue after some time
533 these settings can each be overridden by specifying them with titles:
534 - "titlescreen_initial_{1-5}.{fade_delay,post_delay,auto_delay}"
535 - "titlescreen_{1-5}.{fade_delay,post_delay,auto_delay}"
536 fading mode can also be specified:
537 - "titlescreen_initial_{1-5}.anim_mode: {fade,crossfade}
538 - "titlescreen_{1-5}.anim_mode: {fade,crossfade}
539 default is using normal fading for menues and initial title screens,
540 while using cross-fading for level set title screens
541 * fixed bug with background not drawn in Hall of Fame after game was won
544 * added configuration directives for the remaining main menu items
547 * added additional configuration directives for info screen draw offset:
548 menu.draw_{x,y}offset.INFO[{ELEMENTS,MUSIC,CREDITS,PROGRAM,LEVELSET}]
549 * added additional configuration directives for preview info text
550 * limited mouse wheel sensitive screen area to scrollable screen area
553 * added highlighted menu text entries to menu navigation when selected
556 * fixed bug that prevented player from correctly being created in the
557 top left corner by a custom element change in a level without player
558 * fixed bug that prevented player from being killed when indestructible,
559 non-walkable element is placed on player position by extended change
560 * added configurable menu button, text and input positions to main menu
563 * added page fading effects for remaining info sub-screens
564 * fixed small bug that caused some delays when answering door request
567 * added directives "border.draw_masked.*" for menu/playfield area and
568 door areas to display overlapping/masked borders from "global.border"
571 * fixed bug with CE with move speed "not moving" not being animated
572 * when changing player artwork by CE action, reset animation frame
575 * fixed bug with not unmapping main menu screen gadgets on other screens
576 * fixed bug with un-pausing a paused game by releasing still pressed key
577 * fixed bug with not redrawing screen when toggling to/from fullscreen
578 mode while fast reloading tape (without redrawing playfield contents)
579 * fixed bug with quick-saving tape snapshot despite answering with "no"
582 * version number set to 3.2.3
585 * version 3.2.2 released
588 * fixed bug with redrawing screen in fullscreen mode after quick tape
589 reloading when using the EMC game engine
590 * changed token names from "last_ce_[1-8]" to "prev_ce_[1-8]"
593 * fixed bug in GameWon() when level contains no exit (like in Sokoban)
596 * added engine snapshot functionality for instant tape reloading (this
597 only works for the last tape saved using "quick save", and does not
598 work across program restarts, because it completely works in memory)
601 * version number set to 3.2.2
604 * version 3.2.1 released
607 * fixed nasty bugs with handling error message file on Mac OS X systems
610 * general code cleanup (removing many annoying "#if 0" blocks etc.)
613 * fixed bug that caused broken tapes when manually appending to tapes
614 using the "pause before death" functionality, followed by recording
615 * added setup option to disable fading of screens for faster testing
618 * code cleanup of new fading functions
621 * changed behaviour after solved game -- do not immediately stop engine
622 * added some more smooth screen fadings (game start, hall of fame etc.)
625 * fixed bug with displaying pushed CE with value/score/delay anim_mode
628 * added configurable level preview position, tile size and dimensions
629 * added configurable game panel value positions (gems, time, score etc.)
632 * fixed small bug with time displayed incorrectly when collecting CEs
635 * fixed bug with bumpy scrolling with EM engine in double player mode
638 * added compatibility code to fix "Snake Bite" style levels that were
639 broken due to a bugfix regarding EL_SOKOBAN_FIELD_PLAYER in 3.2.0
642 * fixed bug with scrollbars inside editor when using the Windows mouse
643 enhancement tool "True X-Mouse" (which injects key events to the event
644 queue to insert selected stuff into the Windows clipboard, which gets
645 confused with the "Insert" key for jumping to the last editor cascade
646 block in the element list)
647 * added Rocks'n'Diamonds icon for use as window icon to SDL version
648 * added key shortcut "Alt + Enter" to toggle fullscreen mode at any time
651 * added selection of preferred fullscreen mode to setup / graphics menu
652 (useful if default mode 800 x 600 does not match screen aspect ratio)
655 * improved down-scaling of images for better editor and preview graphics
656 * changed user data directory for Mac OS X from Unix style to new place
659 * improved level number selection in main menu and player selection in
660 setup menu (input devices section) by using standard button gadgets
661 * added support for mouse scroll wheel (caused buggy behaviour before)
662 * added support for scrolling horizontal scrollbars with mouse wheel by
663 holding "Shift" key pressed while scrolling the wheel
664 * added support for single step mouse wheel scrolling by holding "Alt"
665 key pressed while scrolling the wheel (can be combined with "Shift")
666 * changed output file "stderr.txt" on Windows platform now always to be
667 created in the R'n'D sub-directory of the personal documents directory
668 * added Windows message box to direct to "stderr.txt" after error aborts
671 * improved general scrollbar handling (when jump-scrolling scrollbars)
674 * changed scrollbars to always show last line as first after scrolling
675 (that means jumping n - 1 screen lines instead of n screen lines)
678 * fixed level versions of EMC level loader (from V4 to V1, V2 and V3)
679 * fixed level time for EMC levels for V2 engine (V2 and V5 levels)
680 * fixed special handling of vertically stacked acid becoming fake acid
683 * fixed bug (very special case) with CE_SCORE_GETS_ZERO, which can
684 affect multiple instances of the same CE, although this kind of
685 change condition usually only affects one single custom element
688 * version number set to 3.2.1
691 * version 3.2.0 released
694 * reorganized level editor element list a bit to match engines better
697 * fixed newly introduced bug with wrongly initializing clipboard element
700 * fixed bug with displaying visible/invisible level border in editor
703 * reorganized some elements in the level editor element list
706 * fixed bug with displaying any player as "yellow" when moving into acid
707 * fixed bug with displaying running player when player stopped at border
710 * fixed bug with player exploding when moving into acid
711 * fixed bug with level settings being reset in editor and when playing
712 (some compatibility settings being set not only after level loading)
713 * fixed crash bug when number of custom graphic frames was set to zero
714 * fixed bug with teleporting player on walkable tile not working anymore
715 * added partial compatibility support for pre-release-only "CONF" chunk
716 (to make Alan Bond's "color cycle" demo work again :-) )
719 * fixed some bugs when displaying title screens from info screen menu
720 * fixed bug which caused EMC doors #5 to #8 to be passable without keys
723 * changed file major version to 3 to reflect level file format changes
724 * uploaded pre-release (test) version 3.2.0-8 binary and source code
727 * added new chunk "NAME" to level file format for level name settings
728 * added new chunk "NOTE" to level file format for envelope settings
729 * changed name of chunk "CONF" to "ELEM" (for normal element settings)
730 * updated magic(5) file to recognize changed and new level file chunks
731 * removed change events "change when CE value/score changes" as unneeded
734 * changed gravity (which only affects the player) from level property
735 to player property (only makes a difference in multi-player levels)
736 * added change events "change when CE value/score changes"
737 * added change events "change when CE value/score changes of <element>"
740 * added new chunk "INFO" to level file format for global level settings
741 * added all element settings from "HEAD" chunk to "CONF" chunk
742 * added all global level settings from "HEAD" chunk to "INFO" chunk
745 * changed level file format by adding two new chunks "CUSX" (for custom
746 elements, replacing the previous "CUS4" chunk) and "GRPX" (for group
747 elements, replacing the previous "GRP1" chunk); these new IFF style
748 chunks use the new and flexible "micro chunks inside chunks" technique
749 already used with the new "CONF" chunk (for normal element properties)
750 which makes it possible to easily extend the existing level format
751 (instead of using fixed-length chunks like before, which are either
752 too big due to reserved bytes for future use, or too small when those
753 reserved bytes have all been used and even more data should be stored,
754 requiring the replacement by new and larger chunks just like it went
755 with "CUS1" to "CUS4"); this whole problem now does not exist anymore
758 * added credits pages to the "credits" section that were really missing
759 * added some missing element descriptions to the level editor
760 * added down position of switchgate switch to the level editor
761 and allowed the use of both switch positions at the same time
762 * changed use of "Insert" and "Delete" keys to navigate element list in
763 level editor to start of previous or next cascading block of elements
766 * added the possibility to view the title screen to the info screen menu
767 * fixed some minor bugs with viewing title screens
770 * fixed bug with title (cross)fading in/out when using fullscreen mode
773 * fixed bug that forced re-defining of menu settings in local graphics
774 config file which are already defined in existing base config file
775 * fixed small bug that caused door sounds playing when music is enabled
778 * added the possibility to define up to five title screens for each
779 level set that are displayed after loading using (cross)fading in/out
780 (this was added to display the various start images of the EMC sets)
783 * added "CE score gets zero [of]" to custom element trigger conditions
784 * added setup option to display element token name in level editor
787 * added compatibility code for Juergen Bonhagen's menu artwork settings
790 * fixed bug with displaying wrong animation frame 0 after CE changes
791 * fixed bug with creating invisible elements when light switch is on
794 * added selection between ECS and AGA graphics for EMC levels to setup
797 * adjusted font handling for various narrow EMC style fonts
800 * changed EM engine behaviour back to re-allow initial rolling springs
803 * fixed handling of over-large selectboxes (less error-prone now)
804 * fixed bug when creating GE with walkable element under the player
807 * added use of "Insert" and "Delete" keys to navigate element list in
808 level editor to start of custom elements or start of group elements
809 * added virtual elements to access CE value and CE score of elements:
810 - "CE value of triggering element"
811 - "CE score of triggering element"
812 - "CE value of current element"
813 - "CE score of current element"
816 * fixed "grass" to "sand" in older EM levels (up to file version V4)
819 * changed behaviour of network games with internal errors (because of
820 different client frame counters) from immediately terminating R'n'D
821 to displaying an error message requester and stopping only the game
822 (also to prevent impression of crashes under non command-line runs)
823 * fixed playing network games with the EMC engine (did not work before)
824 * fixed bug with not scrolling the screen in multi-player mode with the
825 focus on player 1 when all players are moving in different directions
826 * fixed bug with keeping pointer to gadget even after its deallocation
827 * fixed bug with allowing "focus on all players" in network games
828 * fixed bug with player focus when playing tapes from network games
831 * uploaded pre-release (test) version 3.2.0-7 binary and source code
834 * code cleanup for game action control for R'n'D and EMC game engine
837 * fixed bug in multi-player movement with focus on both players
838 * added option to control only the focussed player with all input
841 * added player focus switching to level tape recording and re-playing
844 * fixed some bugs in player focus switching in EMC and RND game engine
847 * added special Supaplex animations for Murphy digging and snapping
848 * added special Supaplex animations for Murphy being bored and sleeping
851 * added four new yam yams with explicit start direction for EMC engine
852 * fixed bug in src/libgame/text.c with printing text outside the window
855 * fixed small bug in EMC level loader (copyright sign in EM II levels)
858 * added delayed ignition of EM style dynamite when used in R'n'D engine
859 * added limited movement range to EMC engine when focus on all players
862 * fixed bug with missing (zero) score values for native Supaplex levels
865 * added "continuous snapping" (snapping many elements while holding the
866 snap key pressed, without releasing the snap key after each element)
867 as a new player setting for more compatibility with the classic games
870 * finished scrolling for "focus on all players" in EMC graphics engine
873 * level sets with "levels: 0" are ignored for levels, but not artwork
874 * fixed bug when scanning empty level group directories (endless loop)
877 * fixed bug with explosion graphic for player using "Murphy" graphic
878 * fixed bug with explosion graphic if player leaves explosion in time
879 * changed some descriptive text in setup menu to use medium-width font
880 * added key shortcut settings for switching player focus to setup menu
883 * fixed bug with random value initialization when recording tapes
884 * fixed bug with playing single player tapes when team mode activated
887 * fixed little bug when trying to switch to player that does not exist
890 * added player switching (visual and quick) to R'n'D and EM game engine
891 * added setup option to select visual or quick in-game player switching
894 * added use of "Home" and "End" keys to handle element list in editor
897 * fixed bug with adding score when playing tape with EMC game engine
898 * added steel wall border for levels using EMC engine without border
899 * finally fixed delayed scrolling in EMC engine also for small levels
902 * fixed potential crash bug in WarnBuggyBase() (missing boundary check)
905 * fixed bug with CE change order in TestIfElementTouchesCustomElement()
906 * fixed bug when displaying info element without action, but direction
909 * fixed minor graphical problems with springs smashing and slurping
910 (when using R'n'D style graphics instead of EMC style graphics)
913 * added scroll delay (as configured in setup) to EMC graphics engine
916 * improved screen redraw for EMC graphics engine (faster and smoother)
917 * when not scrolling, do not redraw the whole playfield if not needed
920 * added multi-player mode for EMC game engine (with up to four players)
923 * added android (can clone elements) from EMC engine to R'n'D engine
926 * added spring bumper (reflects spring) from EMC engine to R'n'D engine
929 * added selectbox for initial player speed to player settings in editor
932 * version 3.1.2 created that is basically version 3.1.1, but with a
933 major bug fixed that prevented editing your own private levels
934 * version 3.1.2 released
937 * added magic ball (creates elements) from EMC engine to R'n'D engine
940 * uploaded fixed pre-release version 3.2.0-6 binary and source code
943 * fixed bug when using "CE can leave behind <trigger element>"
944 * added new change condition "(after/when) creation of <element>"
945 * added new change condition "(after/when) digging <element>"
946 * fixed bug accessing invalid gadget that caused crashes under Windows
947 * deactivated new possibility for multiple CE changes per frame
950 * uploaded pre-release (test) version 3.2.0-6 binary and source code
953 * added animation types "ce_value" and "ce_score" to graphicsinfo.conf
954 * fixed bug with not keeping CE value for moving CEs with only action
955 * changed CE action selectboxes in editor to be only reset when needed
958 * added option "use artwork from element" for custom player artwork
959 * added option "use explosion from element" for player explosions
962 * added cascaded element lists in the level editor
963 * added persistence for cascaded element lists by "editorcascade.conf"
964 * added dynamic element list with all elements used in current level
965 * added possibility for multiple CE changes per frame (experimental)
968 * uploaded pre-release (test) version 3.2.0-5 binary and source code
971 * changed "score for each 10 seconds/steps left" to "1 second/step"
972 * added own score for collecting "extra time" instead of sharing it
973 * added change events "switched by player" and "player switches <e>"
974 * added change events "snapped by player" and "player snaps <e>"
975 * added "set player artwork: <element choice>" to CE action options
976 * added change event "move of <element>"
979 * added "set player shield: off / normal / deadly" to CE action options
980 * added new player option "use level start element" in level editor
981 to set the correct focus at level start to elements from which the
982 player is created later (this did not work before for cascaded CE
983 changes resulting in creation of the player; it is now also possible
984 to create the player from a yam yam which is smashed at level start)
987 * added "set player speed: frozen (not moving)" to CE action options
988 * added "move player: l/r/u/d/trigger/-trigger" to CE action options
991 * added new player option "block snap field" (enabled by default) to
992 make it possible to show a snapping animation like in Emerald Mine
995 * added dynamic selectboxes to custom element action settings in editor
996 * added "CE value" counter for custom elements (instead of "CE count")
997 * added option to use the last "CE value" after custom element change
998 * added option to use the "CE value" of other elements in CE actions
999 * fixed odd behaviour when pressing time orb in levels w/o time limit
1000 * added checkbox "use time orb bug" for older levels that use this bug
1003 * added missing configuration settings for the following elements:
1004 - EL_TIMEGATE_SWITCH (time of open time gate)
1005 - EL_LIGHT_SWITCH_ACTIVE (time of light switched on)
1006 - EL_SHIELD_NORMAL (time of shield duration)
1007 - EL_SHIELD_DEADLY (time of shield duration)
1008 - EL_EXTRA_TIME (time added to level time)
1009 - EL_TIME_ORB_FULL (time added to level time)
1012 * added "wind direction" as a movement pattern for custom elements
1013 * added initial wind direction for balloon / custom elements to editor
1014 * added functionality for EL_BALLOON_SWITCH_NONE to R'n'D game engine
1017 * added parameters for "game of life" and "biomaze" elements to editor
1020 * added level file chunk "CONF" for generic level and element settings
1023 * uploaded pre-release (test) version 3.2.0-4 binary and source code
1026 * skip empty level sets (with "levels: 0"; may be artwork base sets)
1027 * added sound action ".page[1]" to ".page[32]" for each CE change page
1030 * added image config suffix ".clone_from" to copy whole image settings
1031 * fixed bug with invalid ("undefined") CE settings in old level files
1034 * fixed graphical bug with smashing elements falling faster than player
1037 * fixed major bug which prevented private levels from being edited
1038 * fixed bug with precedence of general and special font definitions
1041 * fixed graphical bug with player animation when player moves slowly
1044 * uploaded pre-release (test) version 3.2.0-3 binary and source code
1047 * fixed bug which prevented "global.num_toons: 0" from working
1050 * major code cleanup (removed all these annoying "#if 0" blocks)
1053 * added custom element actions for CE change page in level editor
1056 * fixed music initialization bug in init.c (thanks to David Binderman)
1057 * fixed mouse wheel "button" bug in editor (thanks to Tomi Belan)
1058 (this bug must probably be fixed at other places, too)
1061 * fixed buggy '#include "SDL.h"' statements in src/libgame/sdl.h
1062 (should be '#include <SDL.h>' instead)
1065 * fixed bug which prevented "walkable from no direction" from working
1066 (due to compatibility code overwriting this setting after loading)
1069 * fixed bug on Mac OS X (use of reserved name "Random") in EM engine
1072 * version number temporarily set to 3.1.1 (intermediate bugfix release)
1073 * version 3.1.1 released
1076 * changed some va_arg() arguments from 'long' to 'int', fixing problems
1077 on 64-bit architecture systems with LP64 data model
1080 * fixed bug with bombs not exploding when hitting the last level line
1081 (introduced after the release of 3.1.0)
1084 * added support for dumping small-sized level sketches from editor
1087 * added recognition of "trigger element" for "change digged element to"
1088 (this is not really what the "trigger element" was made for, but its
1089 use may seem obvious for leaving back digged elements unchanged)
1092 * fixed multiple warnings about failed joystick device initialization
1095 * fixed bug with dynamite dropped on top of just dropped custom element
1096 (collect dynamite, collect CE, drop CE => dynamite was also dropped);
1097 dynamite can still be dropped, but drop key must be released before
1100 * fixed bug with wrong start directory when started from file browser
1101 (due to this bug, R'n'D could not be started from KDE's Konqueror)
1104 * fixed bug causing "change when impact" on player not working
1105 * fixed wrong priority of "hitting something" over "hitting <element>"
1106 * fixed wrong priority of "hit by something" over "hit by <element>"
1109 * fixed graphical bug which caused the player (being Murphy) to show
1110 collecting animations although the element was collected by penguin
1113 * fixed two bugs causing wrong door background graphics in system.c
1114 (in functions "SetBackgroundBitmap()" and "DrawingOnBackground()")
1117 * fixed graphic bug with exploding bomb and R'n'D graphics in EM engine
1118 * added "no direction" to "walkable/passable from" selectbox options
1121 * enhanced tape autoplay to accept "autoplay <set> [<nr> ...]" format
1122 * in tape autoplay, not only report broken, but also missing tapes
1125 * uploaded pre-release (test) version 3.2.0-2 binary and source code
1128 * fixed small bug with "linear" animation not working for active lamp
1131 * fixed bug with moving up despite gravity due to "block last field"
1132 * fixed small bug with wrong draw offset when typing name in main menu
1133 * when reading user names from "passwd", ignore data after first comma
1134 * when creating new "levelinfo.conf", only write some selected entries
1137 * fixed displaying "imported from/by" on preview with empty string
1138 * fixed ignoring draw offset for fonts used for level preview texts
1141 * fixed a delay problem with SDL and too many mouse motion events
1142 * added setup option "skip levels" and level skipping functionality
1145 * added move speed "not moving" for non-moving CEs, but with direction
1148 * fixed mapping of obsolete element token names in "editorsetup.conf"
1149 * fixed bug with sound "acid.splashing" treated as a loop sound
1150 * fixed some little sound bugs in native EM engine
1153 * fixed small bug when dragging scrollbars to end positions
1156 * added editor element descriptions written by Aaron Davidson
1159 * improved fallback handling when configured artwork is not available
1160 (now using default artwork instead of exiting when files not found)
1163 * fixed bug on level selection screen when dragging scrollbar
1166 * fixed bug which caused broken tapes when appending to EM engine tapes
1169 * uploaded pre-release (test) version 3.2.0-1 binary and source code
1172 * added code to replace changed artwork config tokens with other tokens
1173 (needed for backwards compatibility, so that older tokens still work)
1176 * added native R'n'D graphics for some new EMC elements in EM engine
1179 * fixed some bugs in the EM engine integration code
1180 * changed EM engine code to allow diagonal movement
1181 * changed EM engine code to allow use of separate snap and drop keys
1184 * fixed some redraw bugs when using EM engine
1187 * fixed bug with not converting RND levels which are set to use native
1188 engine to native level structure when loading
1191 * uploaded pre-release (test) version 3.2.0-0 binary and source code
1194 * version number set to 3.2.0
1197 * level data now reset to defaults after attempt to load invalid file
1200 * added use of "editorsetup.conf" for different level sets
1203 * added auto-detection for various types of Emerald Mine level files
1206 * fixed bug with scrollbars getting too small when list is very large
1209 * fixed bug with 3+3 (cross) sized explosion not making explosion sound
1212 * added most level editor configuration gadgets for new EMC elements
1215 * added more element and graphic definitions for new EMC elements
1218 * modified native EM engine to use integrated R'n'D sound system
1221 * added SDL support to graphics functions in native EM engine
1222 (by always using generic libgame interface functions)
1225 * fixed bug in frame synchronization in native EM engine
1228 * added code to convert levels between R'n'D and native EM engine
1231 * new Emerald Mine engine can now play levels selected in main menu
1234 * fixed big memory leak in function "CreateBitmapWithSmallBitmaps()"
1235 (which creates scaled down graphics for level editor and preview);
1236 there's still a memory leak somewhere in the artwork handling code
1237 * added "scale image up" functionality to X11 version of zoom function
1240 * first attempts to integrate new, native Emerald Mine Club engine
1243 * fixed bug in gadget code which caused reset of CEs in level editor
1244 (example: pressing 'b' [grab brush] on CE config page erased values)
1245 (solution: check if gadgets in ClickOnGadget() are really mapped)
1246 * improved level change detection in editor (settings now also checked)
1247 * fixed bug with "can move into acid" and "don't collide with" state
1250 * fixed maze runner style CEs to use the configured move delay value
1253 * added Aaron Davidson's tutorial level set to the "Tutorials" section
1256 * fixed engine change that broke 3.0.8 levels like "Walpurgis Gardens"
1257 * fixed the above fix because it broke level set "machine" (*sigh*)
1258 * fixed random element placement in level editor to work as expected
1259 * fixed undefined graphic of runtime element "EL_AMOEBA_TO_DIAMOND"
1262 * re-recorded tape for BD2K3, level 010 (broken due to bugfix)
1265 * fixed bug (missing array boundary check) which caused broken tapes
1266 * fixed bug (when loading level template) which caused broken levels
1267 * fixed bug with new block last field code when using non-yellow player
1270 * fixed bug when pressing "stop, pause, stop, play" on tape recorder
1271 * internal change of how the player blocks the last field when moving
1272 * fixed blocking delay of last field for EM and SP style block delay
1273 * fixed bug where the player had to wait for the usual move delay after
1274 unsuccessfully trying to move, when he directly could move after that
1275 * the last two changes should make original Supaplex level 93 solvable
1276 * improved use of random number generator to make it less predictable
1277 * fixed behaviour of slippery SP elements to let slip left, then right
1280 * fixed bug with wrong door state after trying to quickload empty tape
1281 * fixed waste of static memory usage of the binary, making it smaller
1282 * fixed very little graphical bug in Supaplex explosion
1285 * version number set to 3.1.1
1288 * version 3.1.0 released
1291 * fixed bug with crash when writing user levelinfo.conf the first time
1294 * added option "convert LEVELDIR [NR]" to command line batch commands
1295 * re-converted Supaplex levels to apply latest engine fixes
1296 * changed "use graphic/sound of element" to "use graphic of element"
1297 due to compatibility problems with some levels ("bug machine" etc.)
1300 * fixed bug with CE change replacing player with same or other player
1303 * fixed bug with opaque font in envelope with background graphic when
1304 background graphic is not transparent itself
1307 * added "gravity on" and "gravity off" ports for Supaplex compatibility
1308 * corrected original Supaplex level loading code to use these new ports
1309 * also corrected Supaplex loader to auto-count infotrons if set to zero
1312 * fixed bug with missing initialization of "modified" flag for GEs
1315 * fixed bug that caused endless recursion loop when relocating player
1316 * fixed tape recorder bug in "step mode" when using "pause before end"
1317 * fixed tape recorder bug when changing from "warp forward" mode
1320 * fixed bug with "when touching" for pushed elements at last position
1323 * fixed bug that caused two activated toolbox buttons in level editor
1324 * fixed bug with exploding dynabomb under player due to other explosion
1327 * fixed bug with creating walkable custom element under player (again)
1328 * fixed bug with not copying explosion type when copying CEs in editor
1329 * fixed graphical bug when drawing player in setup menu (input devices)
1330 * fixed graphical bug when the player is pushing an accessible element
1331 * fixed bug with classic switchable elements triggering CE changes
1332 * fixed bug with entering/leaving walkable element in RelocatePlayer()
1333 * fixed crash bug when CE leaves behind the trigger player element
1336 * fixed bug with broken tubes after placing/exploding dynamite in them
1337 * fixed bug with exploding dynamite under player due to other explosion
1338 * fixed bug with not resetting push delay under certain circumstances
1341 * added option "handicap" for "levelinfo.conf" (thanks to Niko Böhm)
1342 * added network multiplayer code for Windows (thanks to Niko Böhm)
1345 * added option "reachable despite gravity" for gravity movement
1346 * changed gravity movement of most classic walkable and passable
1347 elements back to "not reachable" (for compatibility reasons)
1350 * fixed (removed) "indestructible" / "can explode" dependency in editor
1351 * fixed (removed) "accessible inside" / "protected" dependency
1352 * fixed (removed) "step mode" / "shield time" dependency
1355 * fixed dynabombs exploding now into anything diggable
1356 * fixed Supaplex style gravity movement into buggy base now impossible
1357 * added pressing key "space" as valid action to select menu options
1360 * added "replace when walkable" to relocate player to walkable element
1361 * added "enter"/"leave" event for elements affected by relocation
1362 * fixed "direct"/"indirect" change order also for "when change" event
1363 * fixed graphical bug when pushing things from elements walkable inside
1366 * fixed graphic bug when player is snapping while moving in old levels
1367 * fixed bug when a moving custom element leaves a player element behind
1368 * fixed bug with mole not disappearing when moving into acid pool
1369 * fixed bug with incomplete path setting when using "--basepath" option
1370 * moving CE can now leave walkable elements behind under the player
1371 * when relocating, player can be set on walkable element now
1372 * fixed another gravity movement bug
1375 * uploaded pre-release (test) version 3.1.0-2 binary and source code
1378 * added "collectible" and "removable" to extended replacement types
1379 (where "removable" replaces "diggable" and "collectible" elements)
1380 * added "collectible & throwable" (to throw element to the next field)
1381 * fixed bug with CEs digging elements that are just about to explode
1382 * changed mouse cursor now always being visible when game is paused
1385 * added possibility to push/press accessible elements from a side that
1387 * fixed bug with not setting actual date when appending to tape
1390 * fixed bug with incorrectly initialized custom element editor graphics
1393 * corrected set "Contributions_1995-2000/rnd_kjell_kristiansson":
1394 - number of levels corrected from 18 to 17 in "levelinfo.conf"
1397 * fixed bug with destroyed robot wheel still attracting robots forever
1398 * fixed bug with time gate switch deactivating after robot wheel time
1399 (while the time gate itself is not affected by this misbehaviour)
1400 * changed behaviour of BD style amoeba to always get blocked by player
1401 (before it was different when there were non-BD elements in level)
1402 * fixed bug with player destroying indestructable elements with shield
1405 * added option to make growing elements grow into anything diggable
1406 (for the various amoeba types, biomaze and "game of life")
1409 * fixed bug with movable elements not moving after left behind by CEs
1410 * changed gravity movement to anything diggable, not only sand/base
1411 * optionally allowing passing to walkable element, not only empty space
1412 * added option "can pass to walkable element" for players
1413 * finally fixed gravity movement (hopefully)
1416 * fixed bug with movable elements not moving anymore after falling down
1419 * fixed another bug with custom elements digging and leaving elements
1420 * fixed bug with "along left/right side" and automatic start direction
1421 * trigger elements now also displayed when "more custom" deactivated
1422 * fixed bug with clipboard element initialized when loading new level
1423 * added option "drop delay" to set delay before dropping next element
1426 * uploaded pre-release (test) version 3.1.0-1 binary and source code
1429 * added copy and paste functions for custom change pages
1430 * enhanced graphical display and functionality of tape recorder
1431 * fixed bug with custom elements digging and leaving elements
1434 * added move speed faster than "very fast" for custom elements
1435 * fixed bug with 3+3 style explosions and missing border content
1436 * fixed little bug when copying custom elements in the editor
1437 * enhanced custom element changes by more side trigger actions
1440 * added option "no scrolling when relocating" for instant teleporting
1441 * uploaded pre-release (test) version 3.1.0-0 binary and source code
1444 * added trigger element and trigger player to use as target elements
1445 * added copy and paste functions for custom and group elements
1448 * fixed graphical bug when displaying explosion animations
1449 * fixed bug when appending to tapes, resulting in broken tapes
1450 * re-recorded a few tapes broken by fixing gravity checking bug
1453 * "can move into acid" property now for all elements independently
1454 * "can fall into acid" property for player stored in same bitfield now
1455 * added option for deadliness of Supaplex 'sniksnak' and 'electron'
1456 * version number set to 3.1.0 (finally!)
1459 * changed tape recording to only record input, not programmed actions
1462 * fixed totally broken (every 8th frame skipped) step-by-step recording
1463 * fixed bug with requester not displayed when quick-loading interrupted
1464 * added option "can fall into acid (with gravity)" for players
1465 * fixed bug with player not falling when snapping down with gravity
1468 * fixed bug which messed up key config when using keypad number keys
1471 * fixed bug which allowed moving upwards even when gravity was active
1472 * fixed bug with missing error handling when dumping levels or tapes
1475 * added different colored editor graphics for Supaplex gravity tubes
1478 * fixed bug that allowed solvable tapes for unsolvable levels
1481 * use unlimited number of droppable elements when "count" set to zero
1482 * added option to use step limit instead of time limit for level
1485 * added player and change page as trigger for custom element change
1488 * fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)
1491 * fixed bug with dark yamyam changing to acid when moving over acid
1492 * fixed handling of levels with more than 999 seconds level time
1493 (example: level 76 of "Denmine")
1496 * "spring push bug" reintroduced as configurable element property
1497 * fixed bug with missing properties for "mole"
1498 * fixed bug that showed up when fixing the above "mole" properties bug
1499 * added option "can move into acid" for all movable elements
1500 * fixed graphical bug for elements moving into acid
1501 * changed event handling to handle all pending events before going on
1504 * fixed bug which caused all CE change pages to be ignored which had
1505 the same change event, but used a different element side
1506 (reported by Simon Forsberg)
1508 * fixed bug which caused elements that can move and fall and that are
1509 transported by a conveyor belt to continue moving into that direction
1510 after leaving the conveyor belt, regardless of their own movement
1511 type; only elements which can not move are transported now
1512 (reported by Simon Forsberg)
1514 * fixed bug which could cause an array overflow in RelocatePlayer()
1515 (reported by Niko Böhm)
1517 * changed Emerald Mine style "passable / over" elements to "protected"
1518 (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)
1520 * added new option to select from which side a "walkable/passable"
1521 element can be entered
1524 * added explosion and ignition delay for elements that can explode
1527 * fixed bug which caused player not being protected against enemies
1528 when a CE was "walkable / inside" and was not "indestructible"
1529 * added "walkable/passable" fields to be "protected/unprotected"
1530 against enemies, even if not accessible "inside" but "over/under"
1533 * corrected move pattern to 32 bit and initial move direction to 8 bit
1536 * added second custom element base configuration page
1539 * added some special EMC mappings to Emerald Mine level loader
1540 (also covering previously unknown element in level 0 of "Bondmine 8")
1543 * added option to block last field when player is moving (for Supaplex)
1544 * adjusted push delay of Supaplex elements
1545 * removed delays for envelopes etc. when replaying with maximum speed
1546 * fixed bug when dropping element on a field that just changed to empty
1549 * fixed bug: infotrons can now smash yellow disks
1550 * fixed bug: when gravity active, port above player can now be entered
1551 * removed "one white dot" mouse pointer which irritated some people
1554 * added "choice type" for group element selection
1557 * fixed bug with initial invulnerability of non-yellow player
1560 * added level loader for loading native Supaplex packed levels
1561 (including multi-part levels like the "splvls99" levels)
1564 * fixed bug which allowed creating emeralds by escaping explosions
1567 * custom elements can change (limited) or leave (unlimited) elements
1568 * finally added multiple matches using group elements
1569 * added shortcut to dump brush (type ":DB" in editor) for use in forum
1572 * added new start movement type "previous" for continued CE movement
1573 * added new start movement type "random" for random CE movement start
1576 * added new element "sokoban_field_player" needed for Sokoban levels
1577 (thanks to Ed Booker for pointing this out!)
1580 * added elements that can be digged or left behind by custom elements
1583 * added group elements for multiple matches and random element creation
1586 * fixed some graphical errors displayed in old levels
1589 * fixed wrong double speed movement after passing closing gates
1592 * added level loader for loading native Emerald Mine levels
1595 * changes for "shooting" style CE movement
1598 * Happy New Year! ;-)
1601 * changed default snap/drop keys from left/right Shift to Control keys
1604 * fixed bug with dead player getting reanimated from custom element
1607 * fixed bug with wrong penguin graphics (when entering exit)
1610 * fixed bug with wrong "Murphy" graphics (when digging etc.)
1613 * version number set to 3.0.9
1616 * version 3.0.8 released
1619 * added function checked_free()
1622 * fixed bug with double nut cracking sound
1623 (by eliminating "default element action sound" assignment in init.c)
1626 * fixed crash when no music info files are available
1629 * fixed boring and sleeping sounds
1632 * added "maze runner" and "maze hunter" movement types
1633 * added extended collision conditions for custom elements
1636 * added warnings for undefined token values in artwork config files
1639 * added menu entry for level set information to the info screen
1642 * fixed bug with wrong default impact sound for colored emeralds
1645 * added several sub-screens for the info screen
1646 * menu text now also clickable (not only blue/red sphere left of it)
1649 * added configurable "bored" and "sleeping" animations for the player
1650 * added "awakening" sound for player when waking up after sleeping
1653 * added "copy" and "exchange" functions for custom elements to editor
1656 * added configurable element animations for info screen
1659 * added configurable music credits for info screen
1662 * finally fixed tape recording when player is created from CE change
1665 * added "editorsetup.conf" for editor element list configuration
1668 * added "musicinfo.conf" for menu and level music configuration
1671 * fixed a very nasty bug in dragon turning code in TurnRoundExt()
1672 (that only showed up on Linux, but not on Windows systems)
1675 * fixed turning movement of butterflies and fireflies (no frame reset)
1676 * enhanced sniksnak turning movement (two steps instead of only one)
1679 * version number set to 3.0.8
1682 * version 3.0.7 released
1685 * fixed reset of player animation frame when, for example,
1686 walking, digging or collecting share the same animation
1687 * fixed CE with "deadly when touching" exploding when touching amoeba
1690 * fixed tape recording when player is created from CE element change
1693 * introduced "turning..." action graphic for elements with move delay
1694 (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
1695 * added turning animations for bug, spaceship and sniksnak
1698 * prevent "extended" changed elements from delay change in same frame
1701 * fixed bug when pushing element that can move away to the side
1702 (like pushing falling elements, but now with moving elements)
1705 * finally fixed serious bug in code for delayed element pushing (again)
1708 * unavailable setup options now marked as "n/a" instead of "off"
1709 * new boolean directive "latest_engine" for "levelinfo.conf": when set
1710 to "true", levels are always played with the latest game engine,
1711 which is desired for levels that are imported from other games; all
1712 other levels are played with the engine version stored in level file
1713 (which is normally the engine version the level was created with)
1716 * fixed serious bug in code for delayed element pushing
1717 * fixed little bug in animation frame selection for pushed elements
1718 * speed-up of reading config file for verbose output
1721 * added configuration option for opening and closing Supaplex exit
1722 * added configuration option for moving up/down animation for Murphy
1723 * fixed incorrectly displayed animation for attacking dragon
1724 * fixed bug with not setting initial gravity for each new game
1725 * fixed bug with teleportation of player by custom element change
1726 * fixed bug with player not getting smashed by rock sometimes
1729 * version number set to 3.0.7
1732 * version 3.0.6 released
1735 * added support for MP3 music for SDL version through SMPEG library
1738 * fixed bug when initializing font graphic structure
1739 * fixed bug with animation mode "pingpong" when using only 1 frame
1740 * fixed bug with extended change target introduced in 3.0.5
1741 * fixed bug where passing over moving element doubles player speed
1742 * fixed bug with elements continuing to move into push direction
1743 * fixed bug with duplicated player when dropping bomb with shield on
1744 * added "switching" event for custom elements ("pressing" only once)
1745 * fixed switching bug (resetting flag when not switching but not idle)
1748 * fixed element tokens for certain file elements with ".active" etc.
1751 * version number set to 3.0.6
1754 * version 3.0.5 released
1757 * now four envelope elements available
1758 * font, background, animation and sound for envelope now configurable
1759 * main menu doors opening/closing animation type now configurable
1762 * active/inactive sides configurable for custom element changes
1763 * new movement type "move when pushed" available for custom elements
1766 * fixed bug in multiple config pages loader code that caused crashes
1769 * enhanced (remaining low-resolution) Supaplex graphics
1772 * version number set to 3.0.5
1775 * version 3.0.4 released
1777 2003-09-12 src/tools.c
1778 * fixed bug in custom definition of crumbled element graphics
1780 2003-09-11 src/files.c
1781 * fixed bug in multiple config pages code that caused crashes
1784 * version number set to 3.0.4
1787 * version 3.0.3 released
1790 * added music to Supaplex classic level set
1792 2003-09-07 src/libgame/misc.c
1793 * added support for loading various music formats through SDL_mixer
1795 2003-09-06 (various source files)
1796 * fixed several nasty bugs that may have caused crashes on some systems
1797 * added envelope content which gets displayed when collecting envelope
1798 * added multiple change event pages for custom elements
1800 2003-08-24 src/game.c
1801 * fixed problem with player animation when snapping and moving
1803 2003-08-23 src/screens.c, src/cartoons.c, src/libgame/toons.c
1804 * fixed problem with flickering when drawing toon animations
1806 2003-08-23 src/libgame/sdl.c
1807 * fixed problem with setting mouse cursor in SDL version in fullscreen
1809 2003-08-23 src/game.c
1810 * fixed bug (missing array boundary check) which could crash the game
1813 * version number set to 3.0.3
1816 * version 3.0.2 released
1818 2003-08-21 src/game.c
1819 * fixed bug with creating inaccessible elements at player position
1821 2003-08-20 src/init.c
1822 * fixed bug with not finding current level artwork directory
1824 2003-08-20 src/files.c
1825 * fixed bug with choosing wrong engine version when playing tapes
1826 * fixed bug with messing up custom element properties in 3.0.0 levels
1829 * version number set to 3.0.2
1832 * version 3.0.1 released
1834 2003-08-17 (no source files affected)
1835 * changed all "classic" PCX image files with 16 colors or less to
1836 256 color (8 bit) storage format, because the Allegro game library
1837 cannot handle PCX files with less than 256 colors (contributed
1838 graphics are not affected and might look wrong in the DOS version)
1840 2003-08-16 src/init.c
1841 * fixed bug which (for example) crashed the level editor when defining
1842 "dynamite.EDITOR: [NONE]", because graphics may not be undefined
1843 (only set to default) -- invalid graphics now set to default graphic
1845 2003-08-16 src/init.c
1846 * fixed graphical bug of player digging/collecting/snapping element
1847 when no corresponding graphic/animation is defined for this action,
1848 resulting in player being drawn as EL_EMPTY (which should only be
1849 done to elements being collected, but not to the player)
1851 2003-08-16 src/game.c
1852 * fixed small graphical bug of player not totally moving into exit
1854 2003-08-16 src/libgame/setup.c
1855 * fixed bug with wrong MS-DOS 8.3 filename conversion
1857 2003-08-16 src/tools.c
1858 * fixed bug with invisible mouse cursor when pressing ESC while playing
1860 2003-08-16 (various source files)
1861 * added another 128 custom elements (disabled in editor by default)
1863 2003-08-16 src/editor.c
1864 * fixed NULL string bug causing Solaris to crash in sprintf()
1866 2003-08-16 src/screen.c
1867 * fixed drawing over scrollbar on level selection with custom fonts
1869 2003-08-15 src/game.c
1870 * cleanup of simple sounds / loop sounds / music settings
1872 2003-08-08 (various source files)
1873 * added custom element property for dropping collected elements
1875 2003-08-08 src/conf_gfx.c
1876 * fixed bug with missing graphic for active red disk bomb
1878 2003-08-07 src/files.c, src/editor.c src/game.c, src/main.h
1879 * extended variable "level.gravity" to "level.initial_gravity" and
1880 "game.current_gravity" to prevent level setting from being changed
1881 by playing the level (keeping the runtime value after playing)
1883 * fixed graphics bug when digging element that has 'crumbled' graphic
1884 definition, but not 'diggable' graphic definition
1887 * version number set to 3.0.1
1890 * version 3.0.0 released
1893 * various bug fixes; among others:
1894 - fixed bug with pushing spring over empty space
1895 - fixed bug with leaving tube while placing dynamite
1896 - fixed bug with explosion of smashed penguins
1897 - allow Murphy player graphic in levels with non-Supaplex elements
1901 * I have forgotten to document changes for some time
1904 * pre-release version 2.2.0rc1 released
1907 * version number set to 2.1.2
1910 * version 2.1.1 released
1913 * version number set to 2.1.1
1916 * version 2.1.0 released
1919 * version number set to 2.1.0
1921 2002-04-03 to 2002-05-19 (various source files)
1922 * graphics, sounds and music now fully configurable
1923 * bug fixed that prevented walking through tubes when gravity on
1925 2002-04-02 src/events.c, src/editor.c
1926 * Make Escape key less aggressive when playing or when editing level.
1927 This can be configured as an option in the setup menu. (Default is
1928 "less aggressive" which means "ask user if something can be lost"
1929 when pressing the Escape key.)
1931 2002-04-02 src/screen.c
1932 * Added "graphics setup" screen.
1934 2002-04-01 src/screen.c
1935 * Changed "choose level" setup screen stuff to be more generic (to
1936 make it easier to add more "choose from generic tree" setup screens).
1938 2002-04-01 src/config.c, src/timestamp.h
1939 * Added source files "src/config.[ch]" and "src/timestamp.h" (which
1940 automatically gets created by "src/Makefile" and contains an actual
1941 compile-time timestamp to identify development versions of the game).
1943 2002-03-31 src/tape.c, src/events.c
1944 * Added quick game/tape save/load functions to tape stuff which can be
1945 invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
1946 loads previously recorded tape and directly goes into recording mode
1947 from the end of the tape (therefore appending to the tape).
1949 2002-03-31 src/tape.c
1950 * Added "index mark" function to tape recorder. When playing or
1951 recording, "eject" button changes to "index" button. Setting index
1952 mark is not yet implemented, but pressing index button when playing
1953 allows very quick advancing to end of tape (when normal playing),
1954 very fast forward mode (when playing with normal fast forward) or
1955 very fast reaching of "pause before end of tape" (when playing with
1956 "pause before end" playing mode).
1958 2002-03-30 src/cartoons.c
1959 * Moved some stuff from cartoons.c to the new "src/libgame/toons.c".
1961 2002-03-29 src/screen.c
1962 * Changed setup screen stuff to be more generic (to make it easier
1963 to add more setup screens).
1965 2002-03-23 src/main.c, src/main.h
1966 * Various changes due to the introduction of the new libgame files
1967 "setup.c" and "joystick.c".
1969 2002-03-23 src/files.c
1970 * Generic parts of "src/files.c" (mainly setup and level directory
1971 stuff) moved to new libgame file "src/libgame/setup.c".
1973 2002-03-23 src/joystick.c
1974 * File "src/joystick.c" moved to libgame source tree, with
1975 correspondig changes.
1977 2002-03-22 src/screens.c
1978 * "HandleChooseLevel()": Another bug in level series navigation fixed.
1979 (Wrong level series information displayed when entering main group.)
1981 2002-03-22 src/editor.c
1982 * Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".
1984 2002-03-22 src/editor.c
1985 * Changed behaviour of "Escape" key in level editor to be more
1986 intuitive: When in "Element Properties" or "Level Info" mode,
1987 return to "Drawing Mode" instead of leaving the level editor.
1989 2002-03-21 src/game.c, src/editor.c, src/files.c
1990 * 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
1991 gems (emeralds, diamonds, ...) slipping down from normal wall,
1992 steel wall and growing wall (as in E.M.C. style levels). Although
1993 the behaviour of contributed and private levels wasn't changed (due
1994 to the use of "level.game_version"; see previous entry), editing
1995 those levels will (of course) change the behaviour accordingly.
1997 This change seems a bit too hard after thinking about it, because
1998 the EM style behaviour is not the "expected" behaviour (gems would
1999 normally only slip down from "rounded" walls). Therefore this was
2000 now changed to an element property for gem style elements, with the
2001 default setting "off" (which means: no special EM style behaviour).
2002 To fix older converted levels, this flag is set to "on" for pre-2.0
2003 levels that are neither contributed nor private levels.
2005 2002-03-20 src/files.h
2006 * Corrected settings for "level.game_version" depending of level type.
2007 (Contributed and private levels always get played with game engine
2008 version they were created with, while converted levels always get
2009 played with the most recent version of the game engine, to let new
2010 corrections of the emulation behaviour take effect.)
2012 2002-03-20 src/main.h
2013 * Added "#include <time.h>". This seems to be needed by "tape.c" for
2014 compiling the SDL version on some systems.
2015 Thanks to the several people who pointed this out.
2018 * Version number set to 2.0.2.
2021 * Version 2.0.1 released.
2023 2002-03-18 src/screens.c
2024 * "HandleChooseLevel()": Small bug in level series navigation fixed.
2026 2002-03-18 src/files.c [src/libgame/misc.c]
2027 * Moved some common functions from src/files.c to src/libgame/misc.c.
2029 2002-03-18 src/files.c [src/libgame/misc.c]
2030 * Changed permissions for new directories and saved files (especially
2031 score files) according to suggestions of Debian users and mantainers.
2032 Thanks to Drew Parsons <dparsons@emerall.com> for the patch.
2034 2002-03-17 src/files.c
2035 * Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
2036 Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
2037 real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
2038 for levels and "TAPE" for tapes). Old "cookie" style format is
2039 still supported for reading. New level and tape files are written
2042 * New IFF chunk "VERS" contains version numbers for file and game
2043 (where "game version" is the version of the program that wrote the
2044 file, and "file version" is a version number to distinguish files
2045 with different format, for example after adding new features).
2047 2002-03-15 src/screen.c
2048 * "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
2049 (Before, you heard a mixture of the in-game music and the
2050 hall-of-fame music.)
2052 2002-03-14 src/events.c
2053 * Function "DumpTape()" (files.c) now available by pressing 't' from
2054 main menu (when in DEBUG mode).
2056 2002-03-14 src/game.c
2057 * "GameWon()": When game was won playing a tape, now there is no delay
2058 raising the score and no corresponding sound is played.
2060 2002-03-14 src/files.c
2061 * Changed "LoadTape()" for real chunk support and also adjusted
2062 "SaveTape()" accordingly.
2064 2002-03-14 src/game.c, src/tape.c, src/files.c
2065 * Important changes to tape format: The old tape format stored all
2066 actions with a real effect with a corresponding delay between the
2067 stored actions. This had some major disadvantages (for example,
2068 push delays had to be ignored, pressing a button for some seconds
2069 mutated to several single button presses because of the non-action
2070 delays between two action frames etc.). The new tape format just
2071 stupidly records all device actions and replays them later. I really
2072 don't know why I haven't solved it that way before?! Old-style tapes
2073 (with tape file version less than 2.0) get converted to the new
2074 format on-the-fly when loading and can therefore still be played;
2075 only some minor parts of the old-style tape handling code was needed.
2076 (A perfect conversion is not possible, because there is information
2077 missing about the device actions between two action frames.)
2079 2002-03-14 src/files.c
2080 * New function "DumpTape()" to dump the contents of the current tape
2081 in a human readable format.
2083 2002-03-14 src/game.c
2084 * Small tape bug fixed: When automatically advancing to next level
2085 after a game was won, the tape from the previous level still was
2086 loaded as a tape for the new level.
2088 2002-03-14 src/tape.c
2089 * Small graphical bug fixed: When pressing ""Record" or "Play" on
2090 tape, cartoons did not get completely removed because
2091 StopAnimation() was not called.
2093 2002-03-13 src/files.c
2094 * Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
2095 Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
2096 size even when using 16-bit elements). Added new chunk "CNT2" for
2097 16-bit amoeba content (previously written in 8-bit field in "HEAD"
2098 chunk even when content was 16-bit element). "CNT2" should now be
2099 able to store content for arbitrary elements (up to eight blocks of
2100 3 x 3 element arrays). All "CNT2" elements will always be stored as
2101 16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.
2103 2002-03-13 src/files.c
2104 * Changed "LoadLevel()" for real chunk support.
2106 2002-03-12 src/game.c
2107 * Fixed problem (introduced after 2.0.0 release) with penguins
2108 not getting killed by enemies
2110 2002-02-24 src/game.c, src/main.h
2111 * Added "player->is_moving"; now "player->last_move_dir" does
2112 not contain any information if the player is just moving at
2114 Before, "player->last_move_dir" was misused for this purpose
2115 for the robot stuff (robots don't kill players when they are
2116 moving). But setting "player->last_move_dir" to MV_NO_MOVING
2117 broke tapes when walking through pipes!
2118 ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
2119 in a continuous movement. This fact is ignored for friends and