Search found 359 matches
- Fri May 17, 2024 7:09 pm
- Forum: Level and Artwork Design
- Topic: Boulderdash conversion
- Replies: 22
- Views: 26555
Re: Boulderdash conversion
Hi, upload version 4.3.8.2 with source code again. New Loaders for .DL2 (caves extracted from DeLuxePacker file, with many new elements) Mostly not playable because new elements not exists. But loaded to visit in game editor. DL2 can be configured with the .BDCFF Config file (example included). Load...
- Fri May 17, 2024 7:03 pm
- Forum: General Discussion
- Topic: HaG@HaG
- Replies: 65
- Views: 146780
Re: HaG@HaG
Hi, upload version 4.3.8.2 with source code again. New Loaders for .DL2 (caves extracted from DeLuxePacker file, with many new elements) Mostly not playable because new elements not exists. But loaded to visit in game editor. DL2 can be configured with the .BDCFF Config file (example included). Load...
- Sun Feb 18, 2024 7:18 pm
- Forum: Level and Artwork Design
- Topic: Boulderdash conversion
- Replies: 22
- Views: 26555
Re: Boulderdash conversion
Hi, upload version 4.3.8.1 with source code again. New Loaders for .WL2 (original C64 file format (e.g. BD02) with more Commands to draw the levels) Like before, but now with additional parameter (colorbg1, colorbg2, colorfg) and two parameters: one is the extra amoeba delay, with is separated from ...
- Sun Feb 18, 2024 7:13 pm
- Forum: General Discussion
- Topic: HaG@HaG
- Replies: 65
- Views: 146780
Re: HaG@HaG
Hi, upload version 4.3.8.1 with source code again. New Loaders for .WLC (original C64 file format (e.g. BD01) with Commands to draw the levels) New Loaders for .WL2 (original C64 file format (e.g. BD02) with more Commands to draw the levels) Loader for .OTO file (OneToOne file format, with many new ...
- Tue Feb 13, 2024 8:32 am
- Forum: Level and Artwork Design
- Topic: Boulderdash conversion
- Replies: 22
- Views: 26555
Re: Boulderdash conversion
No, I think the problem is indeed the R'n'D game engine here. :-/ Yes you are right. In original BD there is no parameter for the amoeba speed! (this is hardcoded). It's a delay, e.g: parameter at offset 0001: 0x14 -> Magic wall/amoeba slow growth for: 20 seconds (any value between 0x00..0xFF is po...
- Mon Feb 12, 2024 3:35 pm
- Forum: General Discussion
- Topic: HaG@HaG
- Replies: 65
- Views: 146780
Re: HaG@HaG
Hm rtrydbl only use here: -> Load_BDCFFlevel { // test double d = rtry_dbl("1"); error = d * 0; } maybe for your compiler "1" is a "const char *" -> if it is I understand the seg.fault. comment this four lines out. rtrydbl -> never used .. maybe I already have trouble w...
- Mon Feb 12, 2024 3:20 pm
- Forum: Level and Artwork Design
- Topic: Boulderdash conversion
- Replies: 22
- Views: 26555
Re: Boulderdash conversion
Not all ;-), but some of them indeed seem to be playable, although levels using the amoeba sometimes are unplayable, as it grows too fast. Amoeba growing speed: Do you have an example for me? Filename or GameName? Level? Then I can check them. WLC levels have one parameter, which is used for "...
- Mon Feb 12, 2024 3:12 pm
- Forum: General Discussion
- Topic: HaG@HaG
- Replies: 65
- Views: 146780
Re: HaG@HaG
Hi, this don't happen to me. (Windows11 - 64Bit) Check if "bdcff.conf" exists and is in right format (Unix/Windows). When does it happen? Starting RND and play BDCFF first? or after starting some other Levels? Try my "rndTest-mingw.exe" btw. BDCFF -> this levelset is original BD0...
- Sun Feb 11, 2024 5:46 pm
- Forum: Level and Artwork Design
- Topic: Boulderdash conversion
- Replies: 22
- Views: 26555
Re: Boulderdash conversion
Hi, I now convert nearly all D64-Files for BoulderDash from TOSEC. I upload the new version of RNDTEST with some loader's for original BoulderDash games with "level" format (means where "level" can changed) e.g.: - ArnoDash21 (packed by DeluxePacker) - AtlantisDash25 (fixed cave ...
- Sun Feb 11, 2024 5:30 pm
- Forum: General Discussion
- Topic: HaG@HaG
- Replies: 65
- Views: 146780
Re: HaG@HaG
Hi, upload version 4.3.8.1 with source code. New Loaders for .WLC (original C64 file format with Commands to draw the levels) Loader for .OTO file (OneToOne file format, with many new elements) OTO can be configured with the .BDCFF Config file (example included). you can find it on http://www.arthur...
- Mon Dec 18, 2023 3:09 pm
- Forum: Level and Artwork Design
- Topic: Boulderdash conversion
- Replies: 22
- Views: 26555
Re: Boulderdash conversion
Hi, I upload some reader's (BoulderDashCommonReader) for BoulderDash games with "level" format (means where "level" can changed): - ArnoDash21 (packed by DeluxePacker) - AtlantisDash25 (fixed cave 8 ) - AtlantisDash26 (fixed cave 16 ) - BilderDash (not packed - is 1:1) - BoulderC...
- Tue Dec 12, 2023 5:07 pm
- Forum: Level and Artwork Design
- Topic: Boulderdash conversion
- Replies: 22
- Views: 26555
Re: Boulderdash conversion
Hi amirnatsheh7,
nice graphic set
I only extract the cave data (only for the boulderdash tosec files). And write loader for it (how far it is possible for me).
Holger can write the engines.
For BD it's mainly the cave delay, amoeba, slime perm .. and maybe the cave time.
nice graphic set
I only extract the cave data (only for the boulderdash tosec files). And write loader for it (how far it is possible for me).
Holger can write the engines.
For BD it's mainly the cave delay, amoeba, slime perm .. and maybe the cave time.
- Sat Dec 02, 2023 6:30 pm
- Forum: Level and Artwork Design
- Topic: Boulderdash conversion
- Replies: 22
- Views: 26555
Re: Boulderdash conversion
Hi, Now convert the files with letter "A" to "Z". This means now the more difficult structure games are the next. Result is currently about 33.000 caves or intermissions. About 1000 Dump-Files (from 2640 dumped files) have an other structure which is not supported currently. Avai...
- Sun Nov 26, 2023 12:28 pm
- Forum: Level and Artwork Design
- Topic: Boulderdash conversion
- Replies: 22
- Views: 26555
Re: Boulderdash conversion
Hi How I want to convert the caves with other format: - change cave selection, so each cave is selectable (entry is breakpoint when read from $DC01 - joystick) - set breakpoint at "cave load done" -> --> $8ADC -> CaveLoad done - do special dump -> two areas (cave + para) where dumped. Use ...
- Sat Nov 25, 2023 3:07 pm
- Forum: Programmer's Corner
- Topic: emu64 with some improvements
- Replies: 0
- Views: 27445
emu64 with some improvements
Hi
I made some improvements to emu64.
Source Code avail at http://www.arthurdent.de
Develop and Debug on Linux. Build on Windows. Result in "emu64-MXE".
Improvements:
- Watch Memory area's - eg. from/to: $0850;$0900
- Quick Export ($0000;$FFFF)
- Special Export (depends on export.ini)
I made some improvements to emu64.
Source Code avail at http://www.arthurdent.de
Develop and Debug on Linux. Build on Windows. Result in "emu64-MXE".
Improvements:
- Watch Memory area's - eg. from/to: $0850;$0900
- Quick Export ($0000;$FFFF)
- Special Export (depends on export.ini)