2004-03-20
	* added copy and paste functions for custom change pages
	* enhanced graphical display and functionality of tape recorder
	* fixed bug with custom elements digging and leaving elements

2004-03-19
	* added move speed faster than "very fast" for custom elements
	* fixed bug with 3+3 style explosions and missing border content
	* fixed little bug when copying custom elements in the editor
	* enhanced custom element changes by more side trigger actions

2004-03-16
	* added option "no scrolling when relocating" for instant teleporting
	* uploaded pre-release (test) version 3.1.0-0 binary and source code

2004-03-15
	* added trigger element and trigger player to use as target elements
	* added copy and paste functions for custom and group elements

2004-03-14
	* fixed graphical bug when displaying explosion animations
	* fixed bug when appending to tapes, resulting in broken tapes
	* re-recorded a few tapes broken by fixing gravity checking bug

2004-03-13
	* "can move into acid" property now for all elements independently
	* "can fall into acid" property for player stored in same bitfield now
	* added option for deadliness of Supaplex 'sniksnak' and 'electron'
	* version number set to 3.1.0 (finally!)

2004-03-09
	* changed tape recording to only record input, not programmed actions

2004-03-08
	* fixed totally broken (every 8th frame skipped) step-by-step recording
	* fixed bug with requester not displayed when quick-loading interrupted
	* added option "can fall into acid (with gravity)" for players
	* fixed bug with player not falling when snapping down with gravity

2004-03-07
	* fixed bug which messed up key config when using keypad number keys

2004-03-03
	* fixed bug which allowed moving upwards even when gravity was active
	* fixed bug with missing error handling when dumping levels or tapes

2004-03-02
	* added different colored editor graphics for Supaplex gravity tubes

2004-03-01
	* fixed bug that allowed solvable tapes for unsolvable levels

2004-02-28
	* use unlimited number of droppable elements when "count" set to zero
	* added option to use step limit instead of time limit for level

2004-02-27
	* added player and change page as trigger for custom element change

2004-02-24
	* fixed bug with exploding amoeba (explosion 3x3 instead of 1x1)

2004-02-22
	* fixed bug with dark yamyam changing to acid when moving over acid
	* fixed handling of levels with more than 999 seconds level time
	  (example: level 76 of "Denmine")

2004-02-21
	* "spring push bug" reintroduced as configurable element property
	* fixed bug with missing properties for "mole"
	* fixed bug that showed up when fixing the above "mole" properties bug
	* added option "can move into acid" for all movable elements
	* fixed graphical bug for elements moving into acid
	* changed event handling to handle all pending events before going on

2004-02-17
	* fixed bug which caused all CE change pages to be ignored which had
	  the same change event, but used a different element side
	  (reported by Simon Forsberg)

	* fixed bug which caused elements that can move and fall and that are
	  transported by a conveyor belt to continue moving into that direction
	  after leaving the conveyor belt, regardless of their own movement
	  type; only elements which can not move are transported now
	  (reported by Simon Forsberg)

	* fixed bug which could cause an array overflow in RelocatePlayer()
	  (reported by Niko Böhm)

	* changed Emerald Mine style "passable / over" elements to "protected"
	  (fixing unsolvable level 10 of "Bondmine 9" with bug beside gate)

	* added new option to select from which side a "walkable/passable"
	  element can be entered

2004-02-16
	* added explosion and ignition delay for elements that can explode

2004-02-05
	* fixed bug which caused player not being protected against enemies
	  when a CE was "walkable / inside" and was not "indestructible"
	* added "walkable/passable" fields to be "protected/unprotected"
	  against enemies, even if not accessible "inside" but "over/under"

2004-02-04
	* corrected move pattern to 32 bit and initial move direction to 8 bit

2004-02-03
	* added second custom element base configuration page

2004-02-02
	* added some special EMC mappings to Emerald Mine level loader
	  (also covering previously unknown element in level 0 of "Bondmine 8")

2004-01-30
	* added option to block last field when player is moving (for Supaplex)
	* adjusted push delay of Supaplex elements
	* removed delays for envelopes etc. when replaying with maximum speed
	* fixed bug when dropping element on a field that just changed to empty

2004-01-29
	* fixed bug: infotrons can now smash yellow disks
	* fixed bug: when gravity active, port above player can now be entered
	* removed "one white dot" mouse pointer which irritated some people

2004-01-26
	* added "choice type" for group element selection

2004-01-25
	* fixed bug with initial invulnerability of non-yellow player

2004-01-23
	* added level loader for loading native Supaplex packed levels
	  (including multi-part levels like the "splvls99" levels)

2004-01-19
	* fixed bug which allowed creating emeralds by escaping explosions

2004-01-18
	* custom elements can change (limited) or leave (unlimited) elements
	* finally added multiple matches using group elements
	* added shortcut to dump brush (type ":DB" in editor) for use in forum

2004-01-17
	* added new start movement type "previous" for continued CE movement
	* added new start movement type "random" for random CE movement start

2004-01-17
	* added new element "sokoban_field_player" needed for Sokoban levels
	  (thanks to Ed Booker for pointing this out!)

2004-01-15
	* added elements that can be digged or left behind by custom elements

2004-01-12
	* added group elements for multiple matches and random element creation

2004-01-11
	* fixed some graphical errors displayed in old levels

2004-01-10
	* fixed wrong double speed movement after passing closing gates

2004-01-03
	* added level loader for loading native Emerald Mine levels

2004-01-02
	* changes for "shooting" style CE movement

2004-01-01
	* Happy New Year! ;-)

2003-12-27
	* changed default snap/drop keys from left/right Shift to Control keys

2003-12-27
	* fixed bug with dead player getting reanimated from custom element

2003-12-14
	* fixed bug with wrong penguin graphics (when entering exit)

2003-12-14
	* fixed bug with wrong "Murphy" graphics (when digging etc.)

2003-12-14
	* version number set to 3.0.9

2003-12-14
	* version 3.0.8 released

2003-12-13
	* added function checked_free()

2003-12-13
	* fixed bug with double nut cracking sound
	  (by eliminating "default element action sound" assignment in init.c)

2003-12-10
	* fixed crash when no music info files are available

2003-12-07
	* fixed boring and sleeping sounds

2003-12-05
	* added "maze runner" and "maze hunter" movement types
	* added extended collision conditions for custom elements

2003-12-03
	* added warnings for undefined token values in artwork config files

2003-12-02
	* added menu entry for level set information to the info screen

2003-12-02
	* fixed bug with wrong default impact sound for colored emeralds

2003-11-30
	* added several sub-screens for the info screen
	* menu text now also clickable (not only blue/red sphere left of it)

2003-11-25
	* added configurable "bored" and "sleeping" animations for the player
	* added "awakening" sound for player when waking up after sleeping

2003-11-22
	* added "copy" and "exchange" functions for custom elements to editor

2003-11-21
	* added configurable element animations for info screen

2003-11-20
	* added configurable music credits for info screen

2003-11-19
	* finally fixed tape recording when player is created from CE change

2003-11-18
	* added "editorsetup.conf" for editor element list configuration

2003-11-16
	* added "musicinfo.conf" for menu and level music configuration

2003-11-14
	* fixed a very nasty bug in dragon turning code in TurnRoundExt()
	  (that only showed up on Linux, but not on Windows systems)

2003-11-13
	* fixed turning movement of butterflies and fireflies (no frame reset)
	* enhanced sniksnak turning movement (two steps instead of only one)

2003-11-10
	* version number set to 3.0.8

2003-11-10
	* version 3.0.7 released

2003-11-09
	* fixed reset of player animation frame when, for example,
	  walking, digging or collecting share the same animation
	* fixed CE with "deadly when touching" exploding when touching amoeba

2003-11-08
	* fixed tape recording when player is created from CE element change

2003-11-04
	* introduced "turning..." action graphic for elements with move delay
	  (non-CE: bug, spaceship, sniksnak, mole, pacman, yamyam)
	* added turning animations for bug, spaceship and sniksnak

2003-11-03
	* prevent "extended" changed elements from delay change in same frame

2003-11-02
	* fixed bug when pushing element that can move away to the side
	  (like pushing falling elements, but now with moving elements)

2003-11-01
	* finally fixed serious bug in code for delayed element pushing (again)

2003-10-19
	* unavailable setup options now marked as "n/a" instead of "off"
	* new boolean directive "latest_engine" for "levelinfo.conf": when set
	  to "true", levels are always played with the latest game engine,
	  which is desired for levels that are imported from other games; all
	  other levels are played with the engine version stored in level file
	  (which is normally the engine version the level was created with)

2003-10-18
	* fixed serious bug in code for delayed element pushing
	* fixed little bug in animation frame selection for pushed elements
	* speed-up of reading config file for verbose output

2003-10-08
	* added configuration option for opening and closing Supaplex exit
	* added configuration option for moving up/down animation for Murphy
	* fixed incorrectly displayed animation for attacking dragon
	* fixed bug with not setting initial gravity for each new game
	* fixed bug with teleportation of player by custom element change
	* fixed bug with player not getting smashed by rock sometimes

2003-10-06
	* version number set to 3.0.7

2003-10-06
	* version 3.0.6 released

2003-10-05
	* added support for MP3 music for SDL version through SMPEG library

2003-10-03
	* fixed bug when initializing font graphic structure
	* fixed bug with animation mode "pingpong" when using only 1 frame
	* fixed bug with extended change target introduced in 3.0.5
	* fixed bug where passing over moving element doubles player speed
	* fixed bug with elements continuing to move into push direction
	* fixed bug with duplicated player when dropping bomb with shield on
	* added "switching" event for custom elements ("pressing" only once)
	* fixed switching bug (resetting flag when not switching but not idle)

2003-09-29
	* fixed element tokens for certain file elements with ".active" etc.

2003-09-29
	* version number set to 3.0.6

2003-09-29
	* version 3.0.5 released

2003-09-28
	* now four envelope elements available
	* font, background, animation and sound for envelope now configurable
	* main menu doors opening/closing animation type now configurable

2003-09-27
	* active/inactive sides configurable for custom element changes
	* new movement type "move when pushed" available for custom elements

2003-09-20
	* fixed bug in multiple config pages loader code that caused crashes

2003-09-13
	* enhanced (remaining low-resolution) Supaplex graphics

2003-09-13
	* version number set to 3.0.5

2003-09-13
	* version 3.0.4 released

2003-09-12	src/tools.c
	* fixed bug in custom definition of crumbled element graphics

2003-09-11	src/files.c
	* fixed bug in multiple config pages code that caused crashes

2003-09-08
	* version number set to 3.0.4

2003-09-08
	* version 3.0.3 released

2003-09-07
	* added music to Supaplex classic level set

2003-09-07	src/libgame/misc.c
	* added support for loading various music formats through SDL_mixer

2003-09-06	(various source files)
	* fixed several nasty bugs that may have caused crashes on some systems
	* added envelope content which gets displayed when collecting envelope
	* added multiple change event pages for custom elements

2003-08-24	src/game.c
	* fixed problem with player animation when snapping and moving

2003-08-23	src/screens.c, src/cartoons.c, src/libgame/toons.c
	* fixed problem with flickering when drawing toon animations

2003-08-23	src/libgame/sdl.c
	* fixed problem with setting mouse cursor in SDL version in fullscreen

2003-08-23	src/game.c
	* fixed bug (missing array boundary check) which could crash the game

2003-08-23
	* version number set to 3.0.3

2003-08-22
	* version 3.0.2 released

2003-08-21	src/game.c
	* fixed bug with creating inaccessible elements at player position

2003-08-20	src/init.c
	* fixed bug with not finding current level artwork directory

2003-08-20	src/files.c
	* fixed bug with choosing wrong engine version when playing tapes
	* fixed bug with messing up custom element properties in 3.0.0 levels

2003-08-18
	* version number set to 3.0.2

2003-08-18
	* version 3.0.1 released

2003-08-17	(no source files affected)
	* changed all "classic" PCX image files with 16 colors or less to
	  256 color (8 bit) storage format, because the Allegro game library
	  cannot handle PCX files with less than 256 colors (contributed
	  graphics are not affected and might look wrong in the DOS version)

2003-08-16	src/init.c
	* fixed bug which (for example) crashed the level editor when defining
	  "dynamite.EDITOR:  [NONE]", because graphics may not be undefined
	  (only set to default) -- invalid graphics now set to default graphic

2003-08-16	src/init.c
	* fixed graphical bug of player digging/collecting/snapping element
	  when no corresponding graphic/animation is defined for this action,
	  resulting in player being drawn as EL_EMPTY (which should only be
	  done to elements being collected, but not to the player)

2003-08-16	src/game.c
	* fixed small graphical bug of player not totally moving into exit

2003-08-16	src/libgame/setup.c
	* fixed bug with wrong MS-DOS 8.3 filename conversion

2003-08-16	src/tools.c
	* fixed bug with invisible mouse cursor when pressing ESC while playing

2003-08-16	(various source files)
	* added another 128 custom elements (disabled in editor by default)

2003-08-16	src/editor.c
	* fixed NULL string bug causing Solaris to crash in sprintf()

2003-08-16	src/screen.c
	* fixed drawing over scrollbar on level selection with custom fonts

2003-08-15	src/game.c
	* cleanup of simple sounds / loop sounds / music settings

2003-08-08	(various source files)
	* added custom element property for dropping collected elements

2003-08-08	src/conf_gfx.c
	* fixed bug with missing graphic for active red disk bomb

2003-08-07	src/files.c, src/editor.c src/game.c, src/main.h
	* extended variable "level.gravity" to "level.initial_gravity" and
	  "game.current_gravity" to prevent level setting from being changed
	  by playing the level (keeping the runtime value after playing)

	* fixed graphics bug when digging element that has 'crumbled' graphic
	  definition, but not 'diggable' graphic definition

2003-08-06
	* version number set to 3.0.1

2003-08-05
	* version 3.0.0 released

2003-08-05
	* various bug fixes; among others:
	  - fixed bug with pushing spring over empty space
	  - fixed bug with leaving tube while placing dynamite
	  - fixed bug with explosion of smashed penguins
	  - allow Murphy player graphic in levels with non-Supaplex elements

2003-04-07
	* various changes
	* I have forgotten to document changes for some time

2002-12-31
	* pre-release version 2.2.0rc1 released

2002-08-25
	* version number set to 2.1.2

2002-08-13
	* version 2.1.1 released

2002-08-10
	* version number set to 2.1.1

2002-08-05
	* version 2.1.0 released
	
2002-05-19
	* version number set to 2.1.0

2002-04-03 to 2002-05-19	(various source files)
	* graphics, sounds and music now fully configurable
	* bug fixed that prevented walking through tubes when gravity on

2002-04-02	src/events.c, src/editor.c
	* Make Escape key less aggressive when playing or when editing level.
	  This can be configured as an option in the setup menu. (Default is
	  "less aggressive" which means "ask user if something can be lost"
	  when pressing the Escape key.)

2002-04-02	src/screen.c
	* Added "graphics setup" screen.

2002-04-01	src/screen.c
	* Changed "choose level" setup screen stuff to be more generic (to
	  make it easier to add more "choose from generic tree" setup screens).

2002-04-01	src/config.c, src/timestamp.h
	* Added source files "src/config.[ch]" and "src/timestamp.h" (which
	  automatically gets created by "src/Makefile" and contains an actual
	  compile-time timestamp to identify development versions of the game).

2002-03-31	src/tape.c, src/events.c
	* Added quick game/tape save/load functions to tape stuff which can be
	  invoked by a keyboard shortcut. Default: "F1" saves game/tape, "F2"
	  loads previously recorded tape and directly goes into recording mode
	  from the end of the tape (therefore appending to the tape).

2002-03-31	src/tape.c
	* Added "index mark" function to tape recorder. When playing or
	  recording, "eject" button changes to "index" button. Setting index
	  mark is not yet implemented, but pressing index button when playing
	  allows very quick advancing to end of tape (when normal playing),
	  very fast forward mode (when playing with normal fast forward) or
	  very fast reaching of "pause before end of tape" (when playing with
	  "pause before end" playing mode).

2002-03-30	src/cartoons.c
	* Moved some stuff from cartoons.c to the new "src/libgame/toons.c".

2002-03-29	src/screen.c
	* Changed setup screen stuff to be more generic (to make it easier
	  to add more setup screens).

2002-03-23	src/main.c, src/main.h
	* Various changes due to the introduction of the new libgame files
	  "setup.c" and "joystick.c".

2002-03-23	src/files.c
	* Generic parts of "src/files.c" (mainly setup and level directory
	  stuff) moved to new libgame file "src/libgame/setup.c".

2002-03-23	src/joystick.c
	* File "src/joystick.c" moved to libgame source tree, with
	  correspondig changes.

2002-03-22	src/screens.c
	* "HandleChooseLevel()": Another bug in level series navigation fixed.
	  (Wrong level series information displayed when entering main group.)

2002-03-22	src/editor.c
	* Slight change to support new gadget event "GD_EVENT_INFO_LEAVING".

2002-03-22	src/editor.c
	* Changed behaviour of "Escape" key in level editor to be more
	  intuitive: When in "Element Properties" or "Level Info" mode,
	  return to "Drawing Mode" instead of leaving the level editor.

2002-03-21	src/game.c, src/editor.c, src/files.c
	* 2.0.1 introduced the corrected "Emerald Mine" style behaviour of
	  gems (emeralds, diamonds, ...) slipping down from normal wall,
	  steel wall and growing wall (as in E.M.C. style levels). Although
	  the behaviour of contributed and private levels wasn't changed (due
	  to the use of "level.game_version"; see previous entry), editing
	  those levels will (of course) change the behaviour accordingly.

	  This change seems a bit too hard after thinking about it, because
	  the EM style behaviour is not the "expected" behaviour (gems would
	  normally only slip down from "rounded" walls). Therefore this was
	  now changed to an element property for gem style elements, with the
	  default setting "off" (which means: no special EM style behaviour).
	  To fix older converted levels, this flag is set to "on" for pre-2.0
	  levels that are neither contributed nor private levels.

2002-03-20	src/files.h
	* Corrected settings for "level.game_version" depending of level type.
	  (Contributed and private levels always get played with game engine
	  version they were created with, while converted levels always get
	  played with the most recent version of the game engine, to let new
	  corrections of the emulation behaviour take effect.)

2002-03-20	src/main.h
	* Added "#include <time.h>". This seems to be needed by "tape.c" for
	  compiling the SDL version on some systems.
	  Thanks to the several people who pointed this out.

2002-03-19
	* Version number set to 2.0.2.

2002-03-19
	* Version 2.0.1 released.

2002-03-18	src/screens.c
	* "HandleChooseLevel()": Small bug in level series navigation fixed.

2002-03-18	src/files.c [src/libgame/misc.c]
	* Moved some common functions from src/files.c to src/libgame/misc.c.

2002-03-18	src/files.c [src/libgame/misc.c]
	* Changed permissions for new directories and saved files (especially
	  score files) according to suggestions of Debian users and mantainers.
	  Thanks to Drew Parsons <dparsons@emerall.com> for the patch.

2002-03-17	src/files.c
	* Changed "{Load|Save}{Level|Tape}()" to IFF style file format:
	  Replaced "cookie" header string ("ROCKSNDIAMONDS_...\n") with
	  real IFF style header "RND1....XXXX" (where "XXXX" is "CAVE"
	  for levels and "TAPE" for tapes). Old "cookie" style format is
	  still supported for reading. New level and tape files are written
	  in new format.

	* New IFF chunk "VERS" contains version numbers for file and game
	  (where "game version" is the version of the program that wrote the
	  file, and "file version" is a version number to distinguish files
	  with different format, for example after adding new features).

2002-03-15	src/screen.c
	* "DrawHallOfFame()": "FadeSounds()" when entering the hall of fame.
	  (Before, you heard a mixture of the in-game music and the
	  hall-of-fame music.)

2002-03-14	src/events.c
	* Function "DumpTape()" (files.c) now available by pressing 't' from
	  main menu (when in DEBUG mode).

2002-03-14	src/game.c
	* "GameWon()": When game was won playing a tape, now there is no delay
	  raising the score and no corresponding sound is played.

2002-03-14	src/files.c
	* Changed "LoadTape()" for real chunk support and also adjusted
	  "SaveTape()" accordingly.

2002-03-14	src/game.c, src/tape.c, src/files.c
	* Important changes to tape format: The old tape format stored all
	  actions with a real effect with a corresponding delay between the
	  stored actions. This had some major disadvantages (for example,
	  push delays had to be ignored, pressing a button for some seconds
	  mutated to several single button presses because of the non-action
	  delays between two action frames etc.). The new tape format just
	  stupidly records all device actions and replays them later. I really
	  don't know why I haven't solved it that way before?! Old-style tapes
	  (with tape file version less than 2.0) get converted to the new
	  format on-the-fly when loading and can therefore still be played;
	  only some minor parts of the old-style tape handling code was needed.
	  (A perfect conversion is not possible, because there is information
	  missing about the device actions between two action frames.)

2002-03-14	src/files.c
	* New function "DumpTape()" to dump the contents of the current tape
	  in a human readable format.

2002-03-14	src/game.c
	* Small tape bug fixed: When automatically advancing to next level
	  after a game was won, the tape from the previous level still was
	  loaded as a tape for the new level.

2002-03-14	src/tape.c
	* Small graphical bug fixed: When pressing ""Record" or "Play" on
	  tape, cartoons did not get completely removed because
	  StopAnimation() was not called.

2002-03-13	src/files.c
	* Changed "LoadLevel()" and "SaveLevel()" to add new chunk "CNT2".
	  Fixed bug of "CONT" and "BODY" (chunk size was set to 8-bit element
	  size even when using 16-bit elements). Added new chunk "CNT2" for
	  16-bit amoeba content (previously written in 8-bit field in "HEAD"
	  chunk even when content was 16-bit element). "CNT2" should now be
	  able to store content for arbitrary elements (up to eight blocks of
	  3 x 3 element arrays). All "CNT2" elements will always be stored as
	  16-bit elements. "CONT" (with 8/16-bit elements) now obsolete.

2002-03-13	src/files.c
	* Changed "LoadLevel()" for real chunk support.

2002-03-12	src/game.c
	* Fixed problem (introduced after 2.0.0 release) with penguins
	  not getting killed by enemies

2002-02-24	src/game.c, src/main.h
	* Added "player->is_moving"; now "player->last_move_dir" does
	  not contain any information if the player is just moving at
	  the moment or not.
	  Before, "player->last_move_dir" was misused for this purpose
	  for  the robot stuff (robots don't kill players when they are
	  moving). But setting "player->last_move_dir" to MV_NO_MOVING
	  broke tapes when walking through pipes!
	  ("IS_MOVING()" uses "MovPos[][]", but this fails when it is 0
	  in a continuous movement. This fact is ignored for friends and
	  enemies, though.)
