Search found 638 matches

by LogicDeLuxe
Sun Mar 24, 2024 10:50 am
Forum: Games: 8-bit
Topic: Personal experience with fangames
Replies: 4
Views: 176

Re: Personal experience with fangames

I shied away from playing Marek's caves because I often heard (and saw in the cave maps) that the caves are partly very crazy and difficult to solve, and I'm more the kind of player who wants a cave solved within 15 minutes (at most!) :D Granted, some caves aren't that fair. I was inexperienced bac...
by LogicDeLuxe
Tue Nov 21, 2023 2:03 pm
Forum: Games: Remakes
Topic: Gdash
Replies: 820
Views: 1004933

Re: Gdash

Amoeba is scanned before butterfly, but amoeba was checking if it was choked before it checked if it clashed, giving this result. That is not the reason. The choke check can not decide to convert within the frame. It must check for expanding possibilities in the entire cave first. If the amoeba is ...
by LogicDeLuxe
Mon Nov 20, 2023 6:29 am
Forum: Games: Remakes
Topic: Gdash
Replies: 820
Views: 1004933

Re: Gdash

CWS wrote: Sun Nov 19, 2023 9:30 am Is this really regular behavior of the Amoeba?
It is. I designed an engine test cave covering this a long time ago:
http://www.gratissaugen.de/erbsen/exact.html
by LogicDeLuxe
Sun Aug 06, 2023 10:43 pm
Forum: News
Topic: GDash new port
Replies: 50
Views: 12041

Re: GDash new port

Come to think of it, even this perfect solution has a potential flaw because there might be GDash original games where scheduling type was set to BD1 and milling timer was 0. If such a cave was made with an earlier GDash version, then 0 should be 0, but the "perfect" GDash version would r...
by LogicDeLuxe
Thu Aug 03, 2023 11:06 am
Forum: News
Topic: GDash new port
Replies: 50
Views: 12041

Re: GDash new port

About the magic wall timer. In BD1, BD2 and PLCK, it was a one byte value with an independent timer. It is set with a one byte value. The timer works by counting interrupts, ie. 60 per second on NTSC. Whenever it reaches 60, the magic wall's second timer is increased and then compared against the se...
by LogicDeLuxe
Mon Mar 13, 2023 11:44 am
Forum: Tools, Fanstuff
Topic: Tools for making standalone games?
Replies: 2
Views: 1809

Most people don't even notice the slow explosions. What makes you need fast explosions that badly? For the best PLCK experience standalone game, I suggest using the Deluxe Packer 1.55: http://www.gratissaugen.de/erbsen/dlp155.zip But you still get most of the annoying quirks of the original Construc...
by LogicDeLuxe
Sun Sep 11, 2022 9:03 pm
Forum: Games: 8-bit
Topic: Don Pedro BD5-11
Replies: 62
Views: 189349

By using two inboxes, one of them surrounded by diamonds and the other surrounded by exits, the cave can then be solved with any combination of two inputs, not "only" by pressing right two times :D Far too complicated. You can just put open exits and don't need to collect any diamonds at ...
by LogicDeLuxe
Fri Mar 11, 2022 10:23 am
Forum: News
Topic: Dustin's Boulder Dash
Replies: 117
Views: 182359

Logic DeLuxe's bugfix already fixes the strictly unsolvable caves A/5, I/4 and I/5. However, there are still a few solvable but insane higher-level caves which I also want to fix. The patch was updated years ago which also includes tweaks for K/4, N/2 and P/3. http://www.boulder-dash.nl/forum/viewt...
by LogicDeLuxe
Wed Dec 15, 2021 1:03 pm
Forum: Games: 8-bit
Topic: Feeling a little lost in BD games, seeking advice
Replies: 13
Views: 15118

I strongly recommend "Crazy Dream 7", the author of Logicdeluxe. It is probably the most feature rich Boulder Dash on the C64, but you likely would prefer playing it on GDash. The C64 version is not exactly optimized code wise. Back then, I coded this with the Action Replay monitor and a ...
by LogicDeLuxe
Mon Oct 11, 2021 2:26 pm
Forum: Tools, Fanstuff
Topic: Slime and (im)permeability explained
Replies: 7
Views: 9789

Note, however, that there is an issue with starting values that do not belong to the 949 cycle and can change the behaviour of the first ~30 slimes in the first frame (and only there). You should clarify which engine we are talking about. Obviously not Atari/C64, whose caves are too small for 949 s...
by LogicDeLuxe
Sun Nov 29, 2020 6:42 pm
Forum: Tools, Fanstuff
Topic: The Cave Scanning Order (CSO) university
Replies: 22
Views: 36838

1. the engine supports the "MW stops amoeba" feature (which the BD2 engine doesn't but many fanmade engines do!); It is worth a note that this feature is not present in any of the original BD engines. 1stB introduced this behavior and provides it as a per cave option. The idea of converti...
by LogicDeLuxe
Sun Nov 29, 2020 5:54 pm
Forum: Tools, Fanstuff
Topic: Cave scanning order effects or "Safely touch fireflies!
Replies: 72
Views: 94238

Dustin wrote:Version 2: However, as I learned from Logic in the CSO university thread, the original BD2 engine and also the PLCK engines activate the checkmark immediately when the voodoo is killed.
BD2 has no voodoo. That was an addition to PLCK.
by LogicDeLuxe
Sun Nov 29, 2020 1:45 pm
Forum: This forum
Topic: annoying log out on new posts
Replies: 1
Views: 9401

annoying log out on new posts

This is annoying: Whenever I click on that link which brings me to the first unread post in a topic, I'm suddenly not logged in. I can go back with the browser navigation, and then I'm logged in again, and I'm also keep logged in when I click on the topic's name or on a page number. Clearly somethin...
by LogicDeLuxe
Sun Nov 29, 2020 1:37 pm
Forum: Tools, Fanstuff
Topic: Cave scanning order effects or "Safely touch fireflies!
Replies: 72
Views: 94238

Dustin wrote:Cave 29
Cave 29 ("Time Fuse") starts at 3:24.
This is indeed an example where the implementation matters. It works that way in Gdash, but not in PLCK, Rockford would explode in the same frame the voodoo is detected and exploded by the firefly.
by LogicDeLuxe
Sun Nov 29, 2020 11:50 am
Forum: Tools, Fanstuff
Topic: The Cave Scanning Order (CSO) university
Replies: 22
Views: 36838

Open borders are a topic on its own, especially since there are several different implementations, and none of them is perfect. There is no official way, since the original game didn't have this feature. Ideally, as far as CSO is concerned, it should only effect elements which set flags between fram...