LogicDeLuxe wrote:The way BD works is sometimes close to the limits of the C64. I did a somewhat different approach in XDC, yet the overall performance is about the same.
Could you tell me more about that different approach? Or could you point me to a C64 executable that I could analyse myself?
LogicDeLuxe wrote:I don't think that you will be able to keep the original physics with much bigger caves. On the other hand, with 8x8 charsets instead of 16x16, you could save much raster time by simplifying the scroll routine a lot, making much bigger caves possible, but obviously, without the original charset.
I'm curious how you intend to solve this problem.
I intend to stick to the original physics and the original 16x16 graphics. I understand that you are curious

but I want to test my ideas somewhat further before I disclose too much.
LogicDeLuxe wrote: Too big isn't really useful either. Something like 60x40 is still reasonable, but not much more, imho. This is what Emerald Mines used (except for the C64 version), iIrc..
In The New Dash Dimension, sizes up to 160x160 are possible, which is overkill. Olaf Roth did some caves in this size. Try them, and judge for yourself.
That's a good point. Essentially, in BoulderDash you have to complete a cave alive, or you won't make any progress. If the cave is much larger than the normal 40x24, you have to survive that bigger cave to proceed. Of course it takes more time to complete a larger cave, and you also have more opportunities to die in a larger cave. Also, most caves are based on exploration, and it takes more time to explore a larger cave. Well, we will see...
