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LEVEL FIX PATCH
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Yeah, I guess we can call it a patch.

This patch will fix many levels that are known to be unsolvable. Note that I don't guarentee that this will fix all of them; heck, right now there are some known levels I haven't fixed yet for this intial version.

This is version 0.5.1 of the patch. Removed the Boulderdash levels now that I realize they're gone (and unlike the Contributions, probably gone for good, seeing how poorly imported they were). Also added 2 new fixes.

If you find any more unsolvable levels, please post them at the message boards. I lost my old unsolvable list, so any help would be appreciated.

-Aaron Davidson

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INSTRUCTIONS
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Simply unzip this file in place in your core Rocks 'n' Diamonds directory, and everything will be put in it's proper place. Note that if you haven't downloaded the EMC or DX-Boulderdash sets from the main page, you'll end up with floating level files. This will also happen if you don't still have the Contributions. If you plan on downloading them, do that first so you don't overwrite the fixed files.

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NEW TO THIS VERSION
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Contributions 2001:
* Arno Luppold, level 20 (path to exit cleared. Funny joke... <_<)
* Arno Luppold, level 23 (Added one more second of time)

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FULL LIST OF FIXES
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Emerald Mine Club:
* Ami Dasher, Level 61 (added an exit. Seemed more like an error message rather than a level...)
* Baby Ghost Mine, Level 0 (a door and a wall no longer seem to be swapped ;) )
* Beer Mine, Level 1 (seems like (somebody thought that?) acid could be exploded by bombs, but not dynamite. Corrected in a way that preserves the "puzzle".)
* Bond Mine 5, level 37 (increased duration of magic wall)
* Bond Mine 9, level 61 (moved players a square farther away. Technically only impossible on some systems, but oh well.)
* Bond Mine 11, level 39 (adjusted big column of bombs to make it blow up what it should blow up)
* Boulderdash C64 1-4, Level 70 (magic wall time extended to 125)
* Easy Ruppelmine, Level 6 (added dirt in yam pattern)
* Emerald Mine 2, All Levels (fixed utterly broken acid pools)
* Emerald Mine 3, Level 1 (fixed yam contents)
* Emerald Mine Tutorial 2, Level 37 & 42 (same problem)
* Fun Mines, Level 1 (reduced emerald requirement by 3)
* Into the Cold Caves, Level 1 (added dirt to prevent rock from falling off wheel right off the bat)
* Into the History Holes, Level 1 (replaced yam-yams with pacmen and acid with dead amoeba (yes, the original level was THAT wierd))

DX Boulderdash:
* ALL SETS: Fixed vast amounts of empty levels. You may safely delete any level files that are no longer part of the level set, as they are actually empty. See below for details.
* No One 1-3, Level 3 (butterflies turned into fireflies)
* Manfred Tausch, All levels (reduced emerald requirements to account for the fact that nuts DON'T become diamonds.) 
* Peter Broadrib, Level 1 (changed ?'s into trap dirt thingies. Not sure if that's what they're supposed to be, but hey, it's solvable now)

Contributions 1995-2000:
* Ben Braithwaite, level 50 (there were two ways to fix this, one resulting in a harder puzzle than the other. The Zip file contains both. To play the harder puzzle, get rid of 050.level and rename "hard 050.level" to 050.level.)
* Holger Schemel, Level 30 (added content to amoeba)
* Holger Schemel, Level 44 (added an exit)
* Holger Schemel, Level 58 (cleared space around the exit) 
* Martin Hermann, level 10 (added exit)
* Pavel Machek, level 1 (changed amoeba's contents from empty to emeralds)
* Stebytes Worlds, level 1 (protected exit from explosions. Also edited level count to proper size)
* Tobias Authmann, level 12 (added exit)
* Visa Hastrup, level 0 (added exit)
* Visa Hastrup, level 14 (added exit)
* Visa Hastrup, level 15 (increased duration of magic wall)

Contributions 2001:
* Arno Luppold, level 11 (exit added)
* Arno Luppold, level 20 (path to exit cleared. Funny joke... <_<)
* Arno Luppold, level 23 (Added one more second of time)
* Glenn Alexander, level 4 (reduced diamonds needed by 60)
* Paul Sutton, level 1 (put an exit in the box with the penguin)
* Paul Sutton, level 2 (completed incomplete level ^_^)

Contributions 2002:
* Jerome Kunegis, level 30 (changed blue and green doors to red and yellow doors)
* Rdiger Schfer, Level 11 (added exit)

Contributions 2003:
* Audrius Saukunas, level 1 (finished programming)
* Richard Valvona, level 3 (green door made passable)
* Sam Bateman, level 29 (prevented amoeba from escaping and blocking off path)

As stated above, the following files from Boulderdash DX are empty, and may be safely deleted from levels\DX_Boulderdash\ after the "installation":
* dx_abd\[020-099].level
* dx_bd4\[080-099].level
* dx_dc2classic\[061-099].level
* dx_firefox1\[080-099].level
* dx_forgottenmine1\[081-099].level
* dx_manfred_tausch\[030-099].level
* dx_martin_brentnall\[023-099].level
* dx_no_one_1-3\[060-099].level
* dx_no_one_4-6\[060-099].level
* dx_peter_broadribb\[024-099].level
* dx_tutorial\[021-099].level

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LEVELS I WON'T BE FIXING
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* DX-Boulderdash, Martin Brentnall, Level 0 (Martin himself said that the whole set depends highly on the quirks of DX-Boulderdash, so it's probably better to wait until some 99% compatable engine is installed.)
* DX-Boulderdash, Tutorial, Level 19 (A missing feature from the original Supaplex.)
* Contributions 2002, Gerrit Holl, level 16 (It's not just a random battle arena, all the levels from here on are designed for 2 players (and later, 4), and there's a lot more battle arenas. Just hack your handicap setting.)
* Classic Original Games, Supaplex, Level 93 (An incompatability to be fixed.)