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Posted: Sun Apr 11, 2010 5:49 am
by cirix
zsom wrote:I can not insert an image or Rockford'sRevenge game.
But will cut off part of the code to show this problem.
...
It was easier to assess whether or not an error Gdash.
It is a problem of GDash, as in the scrolling, it follows the active player. If you go above the rightmost caged player, then that will be the one which becomes active - and scrolling will follow that.
For this, a new scrolling mode should be implemented... Maybe later.
For now, you can play it in the windowed gdash, if you switch to fullscreen.
Posted: Sun Apr 11, 2010 10:08 am
by LogicDeLuxe
cirix wrote:LogicDeLuxe wrote:The converter could be enhanced by looking at the walking code, though.
For how much money would you be willing to code that?

Just think about it.
It's not like you didn't implement fixes for other special cases with a single occurrence in any2gdash before, which could have been fixed in BDCFF just as easy either.
And I'm not saying that you should. I just mentioned the possibility. Fixing the BDCFF is fine, of course
Anyway, exactly which game and which cave is that?
Like mentioned, it is Crazy Dream 1 where diagonal walking should be enabled in all caves. And it seems zsom already fixed that.
Posted: Fri Apr 16, 2010 6:31 pm
by CWS
By the way - after playing around with Boulder Dash Rocks! 3D I find the "smooth movement" option very nice. An option that would fit into GDash very well, too (of course, with the option on/off).
Does really nobody have the space graphics theme from Boulder Dash 3? I searched a lot with google but I did not find a valid link...
Posted: Sun Apr 18, 2010 2:22 pm
by subotai
Hi cirix,
thanks again for helping with the diego effects. I remarked the following things: You took the import table for the elements from the inside faq, didn't you? Unfortunately, some values, concerning explosion, diamondbirth and birth stages are a little bit shifted. Check P.Broadripps "raw cave data" document to get the right values. I think in most (or maybe all) cases this doesn't affect anything. For the global and the local diego effects, you forgot to implement that a pushed boulder is also converted (according to the "bouncing boulder converts to..." effect). Concerning the explosion, the conversion of the elements takes place a little bit earlier as you implemented it. That's because the explosion stage $1E is "replaced" by the new element.
Posted: Sun Apr 18, 2010 3:31 pm
by LogicDeLuxe
subotai wrote:That's because the explosion stage $1E is "replaced" by the new element.
AfaIk, GDash doesn't support custom effect tables. Thus, it is a bit off indeed. It does it the 1stB/CrLi way, which works slightly different.
Posted: Sun Apr 18, 2010 5:55 pm
by subotai
I don't think it is worth implementing everything. Because this intention seems to be like a never ending story to me. I was already impressed how much cirix supports in his game, custom draw routines, custom elements etc.. But I think mentioning it can't be wrong. It is always interesting to find out new things but it's also exhausting...
Posted: Fri Apr 23, 2010 11:01 am
by CWS
Lately I noticed another error in the console:
(gdash:14863): Gtk-CRITICAL **: gtk_image_set_from_pixmap: assertion `GTK_IS_IMAGE (image)' failed
Step[000].Rand[053].Perm[000].Result[1]
Step[000].Rand[226].Perm[000].Result[1]
Step[000].Rand[090].Perm[000].Result[1]
Step[000].Rand[090].Perm[000].Result[1]
Step[000].Rand[164].Perm[000].Result[1]
Step[000].Rand[247].Perm[000].Result[1]
Step[000].Rand[149].Perm[000].Result[1]
...
(a lot of these "Step" error appear)
Posted: Mon Apr 26, 2010 3:23 pm
by subotai
CWS wrote:By the way: did someone ever convert the space theme from Boulder Dash III?
The graphics are also stored in the memory dump. It's very easy to extract them. Look at the "Inside Faqs" for this issue. If you don't find the right offsets, just let me know and I'll help you.
Posted: Mon Apr 26, 2010 4:43 pm
by CWS
Thank you for the info! But as I'm not very trained in dumping on C64 it would be very nice if you could simply upload the image with all animation phases so I can integrate them into GDash...

Posted: Wed Apr 28, 2010 8:58 pm
by cirix
CWS wrote:Does really nobody have the space graphics theme from Boulder Dash 3? I searched a lot with google but I did not find a valid link...
Here is my collection:
http://jutas.eet.bme.hu/~cirix/gdash/gfx/
they're already in gdash color format.
and here is the thing for bd3:
http://jutas.eet.bme.hu/~cirix/gdash/gf ... al-bd3.png
CWS wrote:Step[000].Rand[053].Perm[000].Result[1]
Step[000].Rand[226].Perm[000].Result[1]
oops, i forgot to remove some debug routine.
it will be removed in the next release...
which will take some time to appear, as currently i'm doing a major rework on many parts of the game, and not everything is working yet.
subotai wrote:You took the import table for the elements from the inside faq, didn't you?
yes and no. gdash did not process "scanned" elements exactly the same way, as the c64 engine did. so it is exactly the scanned elements - for example, explosions - where minor differences exist.
the current version i mentioned above correctly supports them, too, so this is to change.
(explosions are unfortunately sometimes a mess in the original engine, too. in different versions, explosions took a different number of frames to complete... also, the explosion 1 had a scanned version (explosion 0), while the others not)
for the pushed boulders thing, please tell me the name of the game and a cave, where i can test it to see exactly what happens.
Posted: Thu Apr 29, 2010 11:20 am
by CWS
Woooohoooo!

Thank you very very much!
cirix wrote:CWS wrote:Step[000].Rand[053].Perm[000].Result[1]
Step[000].Rand[226].Perm[000].Result[1]
oops, i forgot to remove some debug routine.
it will be removed in the next release...
which will take some time to appear, as currently i'm doing a major rework on many parts of the game, and not everything is working yet.
OK, wonderful!
A rework? What kind of rework? I thought all is working well - no, I ment perfectly! - at the moment!? Does this mean that we will have to extensively and thouroughly test GDash again after this rework?
By the way - if you plan a rework of SDash, too: Maybe you can make the keys for options, loading, etc. user definable so I could play the game on my real arcade cabinet (I have only 3 buttons and a joystick for each of the two players there, no keyboard but MAME keyboard layout routed to the buttons and joysticks). Or - this would be even simpler - if you could tell me where to change the source to remap some keys to other ones this would also help so I could make a "special edition" for my arcade cabinet!
And, maybe, you can do another thing: to enable the user to bind a specific graphics theme to a game. The possibility to do that is already in there but it is not used until now. I think mainly because of the reason what to do if the graphics theme set in the game can not be found by the game. I have a good solution for this: If it is not found simply use the default one. What do you think of that?
I just want to mention this again that your source is a feast for the eyes - I've never seen such a good structure and clear programming before!
cirix wrote:subotai wrote:You took the import table for the elements from the inside faq, didn't you?
yes and no. gdash did not process "scanned" elements exactly the same way, as the c64 engine did. so it is exactly the scanned elements - for example, explosions - where minor differences exist.
the current version i mentioned above correctly supports them, too, so this is to change.
(explosions are unfortunately sometimes a mess in the original engine, too. in different versions, explosions took a different number of frames to complete... also, the explosion 1 had a scanned version (explosion 0), while the others not)
for the pushed boulders thing, please tell me the name of the game and a cave, where i can test it to see exactly what happens.
I always thought that it's most important that the elements behave like the original ones, no matter if they are completely exact scanned elemtents - the important thing is that it behaves and feel like the original... But if you think this is it then so it should be...

Posted: Sat May 01, 2010 12:19 am
by subotai
cirix wrote:explosions are unfortunately sometimes a mess in the original engine, too. in different versions, explosions took a different number of frames to complete...
This is strange. Can you mention any example? I only know that the explosion takes one frame longer in 1stB and CrLi.
cirix wrote:for the pushed boulders thing, please tell me the name of the game and a cave, where i can test it to see exactly what happens.
Waterdash4 uses local diego effects in almost every cave. I can't remember, which caves I checked, but hexediting and reloading a vice snapshot makes testing much easier than searching for matching caves

Posted: Wed Sep 29, 2010 9:46 pm
by CWS
In "The Lost Caves 3" there is a hidden cave that is only accessible when you do something special in a specific level. Nice idea!
Posted: Fri Oct 08, 2010 12:38 pm
by Dustin
Yes, really nice! Yet I think that in TLC 3, the action you have to do is so unusual that it's nearly impossible to hit on it if you arent' t given a hint or something. I think that such hidden caves should be based on success, i.e. a given amount of diamonds to collect or something like this.
Posted: Thu Dec 30, 2010 9:08 pm
by CWS
Any news on a new version of GDash?