Gdash
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- LogicDeLuxe
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- Posts: 655
- Joined: Sun Jul 15, 2007 12:52 pm
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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.
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.
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)
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)
Boulders are round.
Fireflies are square.
I need to find
a'way out of here.
Fireflies are square.
I need to find
a'way out of here.
slime
hi
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
0, 128, 192, 224, 240, 248, 252, 254 and 255, fastest to slowest.RTADash wrote:When the slime is set to [predictable, bit pattern.], what are the pattern numbers that correspond to the nine typical settings
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
Last edited by cirix on Sun Sep 28, 2008 5:30 pm, edited 1 time in total.
cirix
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!
Boulder Dash X Rock, Paper, Scissors:
ROCKFORD collects DIAMOND, digs DIRT
DIAMOND outvalues DIRT & BOULDER
DIRT carries BOULDER, blocks FIREFLY
BOULDER kills FIREFLY & ROCKFORD
FIREFLY kills ROCKFORD, guards DIAMOND
ROCKFORD collects DIAMOND, digs DIRT
DIAMOND outvalues DIRT & BOULDER
DIRT carries BOULDER, blocks FIREFLY
BOULDER kills FIREFLY & ROCKFORD
FIREFLY kills ROCKFORD, guards DIAMOND
Ah, and something else: Why is the border color not used? It can really change the impression the player gets of a cave sometimes!
Boulder Dash X Rock, Paper, Scissors:
ROCKFORD collects DIAMOND, digs DIRT
DIAMOND outvalues DIRT & BOULDER
DIRT carries BOULDER, blocks FIREFLY
BOULDER kills FIREFLY & ROCKFORD
FIREFLY kills ROCKFORD, guards DIAMOND
ROCKFORD collects DIAMOND, digs DIRT
DIAMOND outvalues DIRT & BOULDER
DIRT carries BOULDER, blocks FIREFLY
BOULDER kills FIREFLY & ROCKFORD
FIREFLY kills ROCKFORD, guards DIAMOND
- LogicDeLuxe
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- Posts: 655
- Joined: Sun Jul 15, 2007 12:52 pm
- Contact:
Indeed. Besides not available in the editor, something like this should do: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!
Code: Select all
[Level=1]
AmoebaTime=15
[/Level]
[Level=2]
AmoebaTime=1
[/Level]XDC sure will support this.
Maybe we could extend BDCFF that it optionally could take one number for each level.
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?cirix wrote:I don't care.LogicDeLuxe wrote:The PAL emulation seems to have several issues:
But I also have to admit: I don't care neither
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!
How about just this:LogicDeLuxe wrote:Besides not available in the editor, something like this should do:Though, it doesn't right now, it seems.Code: Select all
[Level=1] AmoebaTime=15 [/Level] [Level=2] AmoebaTime=1 [/Level]
Code: Select all
AmoebaTime=60 50 40 30 20Boulders are round.
Fireflies are square.
I need to find
a'way out of here.
Fireflies are square.
I need to find
a'way out of here.
Hey I joined this forum just to talk about Gdash!
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!
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!
defaults
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]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?
cirix
It won't work. I'll do it in the next version.RTADash wrote: How about just this:Just like Cave Time. Or would that not work for a different parameter?Code: Select all
AmoebaTime=60 50 40 30 20
cirix
- LogicDeLuxe
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- Posts: 655
- Joined: Sun Jul 15, 2007 12:52 pm
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Not in current BDCFF. Though I think, I just suggested such an extension.RTADash wrote:How about just this:Code: Select all
AmoebaTime=60 50 40 30 20
LogicDeLuxe wrote:Maybe we could extend BDCFF that it optionally could take one number for each level.