Posted: Mon Jan 05, 2009 11:41 pm
Hm, so many options to making boulder-games now that it's almost too many. 
The place to discuss the best game ever!
http://www.boulder-dash.nl/forum/
Instead of drawing the 4 chars of an element into the frame buffer during the moving in the cave scan loop, which then is copied to the screen during interrupt, I only draw one byte during the moving in the cave scan loop and add the other 3 chars after the cut out of the currently visible part. This saves quite some ram, since the big frame buffer isn't needed. Also, no special treatments are required for horizontal wrap around movements, which also saves some time in the scan loop. On the downside, it adds to the scroll routine both in size and in raster time.Simon wrote:Could you tell me more about that different approach? Or could you point me to a C64 executable that I could analyse myself?
You mean 8 bit systems or modern computers? A chargenerator (aka. text mode) with 256 8x8 chars (or 128 8x16, or 64 16x16 etc) is required.CWS wrote:This is really cool!I hope this engine will find its way to other systems, too!
The BDCFF compiler is not compatible with this version anymore. Sorry for this. Most of my uploads here are for testing new features. That's why a few caves are built in.subotai wrote:Thanks Marek!This looks very nice. Is it also possible to create own games out of bdcff-files at the moment? The old links in this thread are broken
I have not read the whole thread. So sorry, if i missed something.
There will be no CLCK upgrade for XDC. Only the tools for title and intro screens will be reused in XDC. And the Enemiedesigner is already adopted for XDC (which is merely a change of element names and the default filename anyway. There will be a cross platform construction kit, thus the name XDC, which stands for cross development c64 engine.CWS wrote:Just a quick question: Doesn't have CLCK 3.0 to be upgraded to XDC to be able to design caves on the C64?
Indeed, it shouldn't. There's a bug which will be fixed.I do not think it's a good idea if the new telescope arm is used towards Mrs. Rockford that the player explodes.
I will think of an option so that the charger will act like a switch instead of disappearing.Nevertheless such a cool new option like the telescope arm should be available for a longer time than single use, moreover I think placing that many chargers to be able to use the arm more than one time is a waste of space in the cave.
There are two types of charger in XL. One is walkover, which is not feasible as it would require extra graphics. And the other one is just like mine, a collectible one. Both do charge the telescope arm for one use only. The walkover one reactivates itself after some time and can be used to charge the telescope arm again.I do not remember at the moment but I think in Boulder Dash XL the telescope arm could be used longer than just once after collecting the charger.
There is no space left for any extra graphics.The graphics for the telescope arm is just great! I would only add a top like a claw or something.
OK. I thought there could be a C64 solution, too. I hope this won't take years for a CK to develop caves for the XDC engine...LogicDeLuxe wrote:There will be no CLCK upgrade for XDC. Only the tools for title and intro screens will be reused in XDC. And the Enemiedesigner is already adopted for XDC (which is merely a change of element names and the default filename anyway. There will be a cross platform construction kit, thus the name XDC, which stands for cross development c64 engine.CWS wrote:Just a quick question: Doesn't have CLCK 3.0 to be upgraded to XDC to be able to design caves on the C64?
Great! I found a bug!LogicDeLuxe wrote:Indeed, it shouldn't. There's a bug which will be fixed.CWS wrote:I do not think it's a good idea if the new telescope arm is used towards Mrs. Rockford that the player explodes.
That would be a nice idea! Using it once is kind of boring...LogicDeLuxe wrote:I will think of an option so that the charger will act like a switch instead of disappearing.CWS wrote:Nevertheless such a cool new option like the telescope arm should be available for a longer time than single use, moreover I think placing that many chargers to be able to use the arm more than one time is a waste of space in the cave.
I have Boulder Dash XL installed on my arcade machine - I'll have a look at the behavior just to see how it works and if it's good for gameplay. I must admit that I was never such a big fan of Boulder Dahs XL - it's really a nice game but I think FSS never realized that giving a game the name Boulder Dash and controlling a little guy collecting diamonds is not the same as Peter Liepa's Boulder Dash...LogicDeLuxe wrote:There are two types of charger in XL. One is walkover, which is not feasible as it would require extra graphics. And the other one is just like mine, a collectible one. Both do charge the telescope arm for one use only. The walkover one reactivates itself after some time and can be used to charge the telescope arm again.CWS wrote:I do not remember at the moment but I think in Boulder Dash XL the telescope arm could be used longer than just once after collecting the charger.
Maybe the Windows/Linux/MacOS etc. version can use such an extended graphics set...LogicDeLuxe wrote:There is no space left for any extra graphics.CWS wrote:The graphics for the telescope arm is just great! I would only add a top like a claw or something.