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Don Pedro BD5-11
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LogicDeLuxe
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Joined: 15 Jul 2007
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PostPosted: Mon Mar 30, 2009 6:08 pm    Post subject: Re: Zombie Crackers Masters Boulder Dash Reply with quote

Arno wrote:
Did you re-use Sijben Soft's version of BD3, or a different game? The colours in Master's BD are almost equal to Sijben Soft's version, but not exactly...!
That's an interesting question. Especially as Masters Boulder Dash indeed uses the Microfun version of the BD1 engine (like BD3 does), while BD4-11 use the FSS version of the BD1 engine.
I wonder, what was the reason for that change? No One used the Microfun version throughout, until he continued with PLCK.
BD5 and 6 reused the BD1 colors (which seems logical considering the engine used). BD7-9 mostly seem to be a mix of BD1 colors and official BD3 colors, which seems odd. I'd like to hear the story behind those color decisions.
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Klaxer
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PostPosted: Sun Apr 05, 2009 5:28 am    Post subject: Reply with quote

Arno wrote:

- BD5 int4 could be easiest thinkable cave, if the time was set to 255 instead of 1 second! Or is there another way to make it easier?

Ha-ha-ha! It's was really fun and easy after all (phew!!!!) walktrough. Small joke from oldman-Pedro. Laughing
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Marto
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PostPosted: Tue May 22, 2012 5:33 pm    Post subject: Reply with quote

Arno wrote:
RTADash wrote:
BD8, caves G and H; how do you do these? Confused


G) Kill the ghosts against the left amoeba, and enclose the amoebas by boulders and Rockford himself. Note BTW that the boulders must be placed diagonally, otherwise the amoeba has too much space to grow and will turn into boulders.

H) Release the ghost by pushing the boulders. Break through the piece of wall by dropping a boulder through the magic wall at exactly the right time, such that the firefly is killed when it's above the wall. The amoeba then is converted to diamond because the magic wall has been turned on. (This is a specific feature of the BD1 engine, which cannot be used (unfortunetely) in the Constr. Kit). However a good timing is required because if you act too quickly, the amoeba has grown too little and the amount of diamonds is insufficient. Note BTW that No One has made this cave easier by requiring less diamonds and shifting the wall 1 unit downwards.


I enjoyed both these caves. I like to the ones that rely on a bit of thought. I found G to be easily completed by enclosing the left amoeba only, letting the right one grow to smash a firefly. Then when I the fireflies are let out and wander the left side, the exit is free.

H looks difficult but if you lead the firefly around to the right of the magic wall without causing an infinite loop, it is easy. It becomes easier if a boulder is placed to the left of the wall you need to smash, since the firefly will want to turn anti-clockwise and hence sit there slightly longer. This makes the timing of the boulder drop not so specific.
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V-12/Tropyx
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Joined: 29 May 2012
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PostPosted: Tue Jun 12, 2012 11:32 am    Post subject: Reply with quote

I'm passing all BD from 1 to 11 (also with those ones mentioned in this thread) without trainer mode and I can confirm, all caves are possible to finish properly. Well, some of them may be quite difficult but they aren't impossible to pass Wink
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RaVeN72
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Joined: 25 Oct 2016
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PostPosted: Sun Feb 04, 2018 8:20 am    Post subject: Re: Zombie Crackers Masters Boulder Dash Reply with quote

LogicDeLuxe wrote:
Arno wrote:
Did you re-use Sijben Soft's version of BD3, or a different game? The colours in Master's BD are almost equal to Sijben Soft's version, but not exactly...!
That's an interesting question. Especially as Masters Boulder Dash indeed uses the Microfun version of the BD1 engine (like BD3 does), while BD4-11 use the FSS version of the BD1 engine.
I wonder, what was the reason for that change? No One used the Microfun version throughout, until he continued with PLCK.
BD5 and 6 reused the BD1 colors (which seems logical considering the engine used). BD7-9 mostly seem to be a mix of BD1 colors and official BD3 colors, which seems odd. I'd like to hear the story behind those color decisions.


Sorry to bump an old thread, but I must ask were the early no one/don pedro games games made before the release of PLCK????...if so what was the process for making these games???
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LogicDeLuxe
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PostPosted: Sun Feb 04, 2018 11:55 am    Post subject: Re: Zombie Crackers Masters Boulder Dash Reply with quote

RaVeN72 wrote:
Sorry to bump an old thread, but I must ask were the early no one/don pedro games games made before the release of PLCK????...if so what was the process for making these games???
No One is mocking at the PLCK in one of their intros. That was probably the time of its release or at least it was announced then.

What you do if you want to modify a game without an editor: You do some reverse engineering and some guesswork and start trying things out. An Action Replay cartridge is very suitable for this task.
I wouldn't be surprised if even Boulder Dash III was made that way, judging by the mess they did there.
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RaVeN72
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PostPosted: Sun Feb 04, 2018 12:11 pm    Post subject: Reply with quote

Ah...so a hex editor...must have been a real pain to achieve anything...makes those early games all the more amazing
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LogicDeLuxe
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PostPosted: Sun Feb 04, 2018 10:46 pm    Post subject: Reply with quote

Some of my games are also made that way. While the PLCK already existed at the time I made them, I did it out of curiosity to find out what I could achieve with the BD1 engine, especially as it has some notable differences to PLCK.
Those games are Deluxe Caves 1, 2, 3 and 4, as well as Crazy Dream 3. All of them are available in the Game Base.
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RaVeN72
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PostPosted: Mon Feb 05, 2018 3:38 am    Post subject: Reply with quote

LogicDeLuxe wrote:
Some of my games are also made that way. While the PLCK already existed at the time I made them, I did it out of curiosity to find out what I could achieve with the BD1 engine, especially as it has some notable differences to PLCK.
Those games are Deluxe Caves 1, 2, 3 and 4, as well as Crazy Dream 3. All of them are available in the Game Base.


Was any sort of editor developed by anyone back in the day for changing the data 'instructions' that draw the caves?
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LogicDeLuxe
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PostPosted: Tue Feb 20, 2018 8:50 pm    Post subject: Reply with quote

RaVeN72 wrote:
Was any sort of editor developed by anyone back in the day for changing the data 'instructions' that draw the caves?
Thinking of it, Rockford once mentioned a BASIC editor for BD2 to me, but it was not released.
I also suspect that No One had one for their later BD1 engine games, as their designs became more complex. They spaced the cave data equally in their later games, which certainly simplifies the handling of cave data (and also would simplify an editor). On the other hand, No One released quite a lot of tools, but no such an editor or packer for the BD1 engine, afaIk. Then again, such an editor was not involved in the trust conflict going on in the scene back then, so they might just have decided against a release to the public.
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