Search found 635 matches
- Sun Aug 06, 2023 10:43 pm
- Forum: News
- Topic: GDash new port
- Replies: 50
- Views: 5125
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...
- Thu Aug 03, 2023 11:06 am
- Forum: News
- Topic: GDash new port
- Replies: 50
- Views: 5125
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...
- Mon Mar 13, 2023 11:44 am
- Forum: Tools, Fanstuff
- Topic: Tools for making standalone games?
- Replies: 2
- Views: 872
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...
- Sun Sep 11, 2022 9:03 pm
- Forum: Games: 8-bit
- Topic: Don Pedro BD5-11
- Replies: 62
- Views: 184156
- Fri Mar 11, 2022 10:23 am
- Forum: News
- Topic: Dustin's Boulder Dash
- Replies: 113
- Views: 172815
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...
- Wed Dec 15, 2021 1:03 pm
- Forum: Games: 8-bit
- Topic: Feeling a little lost in BD games, seeking advice
- Replies: 13
- Views: 13295
- Mon Oct 11, 2021 2:26 pm
- Forum: Tools, Fanstuff
- Topic: Slime and (im)permeability explained
- Replies: 7
- Views: 8258
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...
- Sun Nov 29, 2020 6:42 pm
- Forum: Tools, Fanstuff
- Topic: The Cave Scanning Order (CSO) university
- Replies: 22
- Views: 34275
- Sun Nov 29, 2020 5:54 pm
- Forum: Tools, Fanstuff
- Topic: Cave scanning order effects or "Safely touch fireflies!
- Replies: 72
- Views: 88904
- Sun Nov 29, 2020 1:45 pm
- Forum: This forum
- Topic: annoying log out on new posts
- Replies: 1
- Views: 8482
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...
- Sun Nov 29, 2020 1:37 pm
- Forum: Tools, Fanstuff
- Topic: Cave scanning order effects or "Safely touch fireflies!
- Replies: 72
- Views: 88904
- Sun Nov 29, 2020 11:50 am
- Forum: Tools, Fanstuff
- Topic: The Cave Scanning Order (CSO) university
- Replies: 22
- Views: 34275
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...
- Fri Nov 13, 2020 1:03 pm
- Forum: Tools, Fanstuff
- Topic: The Cave Scanning Order (CSO) university
- Replies: 22
- Views: 34275
I've checked it, and my suspicions are true. And so are your observations for Gdash. There are relevant differences in Gdash compared to the Atari/C64 engines. First, let's analyze the voodoo behavior: After the scan, there are these checks in Gdash: /* PLAYER */ if ((player_state == GD_PL_LIVING &a...
- Sun Nov 08, 2020 2:46 pm
- Forum: Tools, Fanstuff
- Topic: The Cave Scanning Order (CSO) university
- Replies: 22
- Views: 34275
So is the magic wall also not completely passive? Magicwall is passive. Most animations are done within the raster interrupt, ie. completely separated from the scanning. BD1 and BD2 caves have even flags for turning on or off the amoeba, butterfly and firefly animations to speed up the engine. Some...
- Sat Nov 07, 2020 12:44 am
- Forum: Tools, Fanstuff
- Topic: The Cave Scanning Order (CSO) university
- Replies: 22
- Views: 34275
First of all, remember that there are some passive elements which can't do anything on their own. These elements, which are dirt, empty space, wall, magic wall, titanium wall, voodoo and outbox, are just skipped by the scanner. Outbox is a somewhat special case. It is not a passive element from the...