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Posted: Thu Sep 25, 2008 7:02 pm
by LogicDeLuxe
Any plans for importing games from Atari RAM dumps?
They should only differ in color and memory addresses, so probably not much work to support this. There are BD1 and PLCK fan made games on the Atari.

And what about Rockford (the arcade conversion)? Probably not that easy, as no one has documented anything on it, yet. Again, the C64 and Atari versions are probably very similar.

Posted: Thu Sep 25, 2008 8:43 pm
by RTADash
I have one question, just for design accuracy:
When the slime is set to [predictable, bit pattern.], what are the pattern numbers that correspond to the nine typical settings of {0.000, 0.125, 0.250, 0.375, 0.500, 0.625, 0.750, 0.875, 1.000} ( [0...8] in the CKit)

Posted: Thu Sep 25, 2008 8:50 pm
by cirix
LogicDeLuxe wrote:The PAL emulation seems to have several issues:
I don't care.

slime

Posted: Thu Sep 25, 2008 8:57 pm
by cirix
hi
RTADash wrote:When the slime is set to [predictable, bit pattern.], what are the pattern numbers that correspond to the nine typical settings
0, 128, 192, 224, 240, 248, 252, 254 and 255, fastest to slowest.
Maybe i will show this differently in the cave properties window (8 checkboxes for the 8 bits). Bitwise AND function is also used for amoeba, but there is no game which imports that - as no predictable amoeba exists :)

bye

Posted: Thu Sep 25, 2008 9:03 pm
by RTADash
Thanks a bunch! That makes things A LOT easier to get right. :D

Posted: Thu Sep 25, 2008 10:14 pm
by Dustin
Perhaps you could allow five different numbers for amoeba time, magicwall time and slime permeability, too? Lowering these numbers for higher levels can be an interesting possibility to vary difficulty!

Posted: Thu Sep 25, 2008 10:22 pm
by Dustin
Ah, and something else: Why is the border color not used? It can really change the impression the player gets of a cave sometimes!

Posted: Thu Sep 25, 2008 10:40 pm
by LogicDeLuxe
Dustin wrote:Perhaps you could allow five different numbers for amoeba time, magicwall time and slime permeability, too? Lowering these numbers for higher levels can be an interesting possibility to vary difficulty!
Indeed. Besides not available in the editor, something like this should do:

Code: Select all

[Level=1]
AmoebaTime=15
[/Level]
[Level=2]
AmoebaTime=1
[/Level]
Though, it doesn't right now, it seems.
XDC sure will support this.

Maybe we could extend BDCFF that it optionally could take one number for each level.

Posted: Thu Sep 25, 2008 10:55 pm
by CWS
cirix wrote:
LogicDeLuxe wrote:The PAL emulation seems to have several issues:
I don't care.
Would it be possible to have a look at the VICE source? Would this help to easily solve that issue without having much work with that? Is this allowed anyway?

But I also have to admit: I don't care neither ;) It looks nice as it is. But on the other side LogicDeLuxe gave it such deep thoughts...

Another thing: It would be sooo nice if I could simply press "t" or STRG+"t" (or any F-key or any other key combination) for testing the cave.

In Edit/Change Engine Default I would recommend to add a check mark on the left side of the selected engine to always be able to see what engine is set by default. What engine is set as default anyway?

Maybe the menu option Highscores would better fit into "View" (as last option with a separator above it)?

Thank you for this great new version! It's wonderful! :)

Posted: Thu Sep 25, 2008 11:38 pm
by RTADash
LogicDeLuxe wrote:Besides not available in the editor, something like this should do:

Code: Select all

[Level=1]
AmoebaTime=15
[/Level]
[Level=2]
AmoebaTime=1
[/Level]
Though, it doesn't right now, it seems.
How about just this:

Code: Select all

AmoebaTime=60 50 40 30 20
Just like Cave Time. Or would that not work for a different parameter?

Posted: Fri Sep 26, 2008 6:11 am
by BadDog73
Hey I joined this forum just to talk about Gdash! :P

Wanna say great job - really cool.

I especially appreciate the new colors available in the newest build. Also, in the older version there seemed to be more inconsistency between frames; jumpiness. I noticed it playing BD1 cave J.

I have imported BD2 and fixed some problems with it - now it seems to work just like I remember it.

I have some requests for future versions - I don't know where you keep the "to do" list:

- I'd like to have the option to apply the current cave timing settings to all the caves at once, just in case the game I'm importing doesn't have any timing settings.
- It would be nice to have a next/previous cave button in the editor.
- Eventually I'd like to have the option to choose between C64 and Atari sound sets.

Also, does anyone have any cave timing suggestions to replicate the Atari BD2? Right now I'm using "BD2 timing, 12, 6, 3, 1, 0."

Thanks for the great clone, again! 8)

Posted: Fri Sep 26, 2008 7:11 am
by cirix
LogicDeLuxe wrote:XDC sure will support this.
Just have the patience to wait for it.

defaults

Posted: Fri Sep 26, 2008 7:14 am
by cirix
CWS wrote:In Edit/Change Engine Default I would recommend to add a check mark on the left side of the selected engine to always be able to see what engine is set by default. What engine is set as default anyway?
None of them. GDash defaults are used, which are as close as possible to BDCFF defaults - at least for properties which are correctly documented in the specs. For other ones, I just decided to use what you see: create a new cave, and check the properties window.[/quote]

Posted: Fri Sep 26, 2008 7:16 am
by cirix
RTADash wrote: How about just this:

Code: Select all

AmoebaTime=60 50 40 30 20
Just like Cave Time. Or would that not work for a different parameter?
It won't work. I'll do it in the next version.

Posted: Fri Sep 26, 2008 7:42 am
by LogicDeLuxe
RTADash wrote:How about just this:

Code: Select all

AmoebaTime=60 50 40 30 20
Not in current BDCFF. Though I think, I just suggested such an extension.
LogicDeLuxe wrote:Maybe we could extend BDCFF that it optionally could take one number for each level.