Search found 2310 matches

by Holger
Tue Feb 20, 2018 9:00 am
Forum: New Ideas
Topic: More Envelopes or Custom Envelopes?
Replies: 7
Views: 557

Re: More Envelopes or Custom Envelopes?

what colors will be stamp cliparts on those 5-8 envelopes
Hm, not sure... any idea what colors were used in DC3?

For your own graphics set, you can of course use any colors you like, but I understand that you would like to match them with the original colors... :-)
by Holger
Mon Feb 19, 2018 9:50 am
Forum: Bug Reports
Topic: [4.0.0.0-4.0.1.1] Weird ".tile_size" attribute issue
Replies: 1
Views: 27

Re: [4.0.0.0-4.0.1.1] Weird ".tile_size" attribute issue

Hi Eizzoux, thanks a lot for this perfect bug report! With a very reduced "graphicsinfo.conf" and two well-prepared image files, it immediately makes it clear what's going wrong here! As a result, it was easy to spot the problem in the code, and also relatively easy to fix it! With the next bugfix r...
by Holger
Wed Feb 14, 2018 12:03 pm
Forum: Programmer's Corner
Topic: What determines a tape's filesize?
Replies: 3
Views: 72

Re: What determines a tape's filesize?

I'm aware there's a single-step mode, but I would try to make my play-through of the as authentic as possible Yes, I also would consider using single-step mode as cheating. ;-) And it could indeed result in tapes that replay the game in a non-authentic way (with the player moving in a very "unnatur...
by Holger
Wed Feb 14, 2018 10:23 am
Forum: Programmer's Corner
Topic: What determines a tape's filesize?
Replies: 3
Views: 72

Re: What determines a tape's filesize?

The structure of tape data in R'n'D is quite easy (and it's similar to Supaplex solution files, by the way): It's just a list of input actions stored as one byte (for each player, if playing multi-player games), which has bits set for up, down, left, right, button 1 and button 2 actions, and another...
by Holger
Sun Feb 11, 2018 1:20 pm
Forum: Programmer's Corner
Topic: startup speed
Replies: 1
Views: 48

Re: startup speed

Hmmm, I *think* I touched some code regarding level and/or graphics metadata caching last year, but I just couldn't find a corresponding commit for that... :-o
by Holger
Mon Feb 05, 2018 3:15 pm
Forum: Help
Topic: difference in wall growth rate?
Replies: 29
Views: 945

Re: difference in wall growth rate?

When recording a tape in which two buttons' actions are conflated, the button whose action was actually executed should be written to the tape. Then there is no playback ambiguity. This does not work, I think: Imagine playing an EM level in single-button mode, and pressing one button for about half...
by Holger
Mon Feb 05, 2018 3:06 pm
Forum: General Discussion
Topic: Emerald Mine Club levelset completion progress
Replies: 23
Views: 11489

Re: Emerald Mine Club levelset completion progress

A little note regarding the EMC disk creation date (year) which I also use/document in the Emerald Mine Club level collection for R'n'D: In cases like this where it's not clear, it often helps to look at the file date of the levels contained on the original Amiga disk file (ADF). For this level set,...
by Holger
Mon Feb 05, 2018 1:34 am
Forum: Bug Reports
Topic: Saving/loading with F1/F2 may result in broken tapes
Replies: 10
Views: 284

Re: Saving/loading with F1/F2 may result in broken tapes

I have been convinced for years that when you finally find this, it is going to be an off-by-one error somewhere in the tick accounting. (Whatever the right term is.) Yes, I'm 99% sure you're right. The strange thing is that I wasn't able to detect any results of such a "bad splicing together", res...
by Holger
Mon Feb 05, 2018 1:27 am
Forum: Bug Reports
Topic: Broken tapes due to changes in the EM/EMC engine since 3.3.1.0 and 4.0.1.0
Replies: 4
Views: 150

Re: Broken tapes due to changes in the EM/EMC engine since 3.3.1.0 and 4.0.1.0

All your Ace Mine 1 tapes mentioned above play just fine with R'n'D 3.3.0.1, but with 3.3.1.0, some of them break. This was a bug in 32-bit -> 64-bit transition (which I did for 3.3.1.0). However, if you use Windows, you wouldn't have noticed anything, because it is still a 32-bit binary up to today...
by Holger
Mon Feb 05, 2018 1:17 am
Forum: Help
Topic: difference in wall growth rate?
Replies: 29
Views: 945

Re: difference in wall growth rate?

Oops, I totally forgot for a moment that there's EM style dynamite also in the R'n'D engine, which does not support single-button actions due to the reasons described above (R'n'D style dynamite without delay). But I think it does not change much (if we don't want to support esoteric cases like "R'n...
by Holger
Mon Feb 05, 2018 1:10 am
Forum: Help
Topic: difference in wall growth rate?
Replies: 29
Views: 945

Re: difference in wall growth rate?

The possible option "on for all" would not work with the R'n'D engine, as there is no delay when dropping dynamite (so it is possible to "walk and drop" multiple pieces of dynamite, which is not possible in the EM engine. On the other hand, we have the same scenario with the SP engine, as it behaves...
by Holger
Sun Feb 04, 2018 12:28 pm
Forum: Bug Reports
Topic: Broken tapes due to changes in the EM/EMC engine since 3.3.1.0 and 4.0.1.0
Replies: 4
Views: 150

Re: Broken tapes due to changes in the EM/EMC engine since 3.3.1.0 and 4.0.1.0

In 4.0.0.0, when holding down the action button (which is to lit up a dynamite), while doing so, I moved my player around, which did not lit up the dynamite, as I have to stay still in order to make it happen. Yep, that's the old behaviour. Check out original Emerald Mine in UAE: You cannot walk ar...
by Holger
Sun Feb 04, 2018 12:13 pm
Forum: Help
Topic: difference in wall growth rate?
Replies: 29
Views: 945

Re: difference in wall growth rate?

I will report if it still happens once I've built the latest. (Apparently not checked in yet?) Well, I'm talking about plain 4.0.1.1 -- nothing else is commited or pushed yet on top of that... Suppose that, in the process of advancing the clock with 'snap', I sometimes lean on that key for a second...
by Holger
Sun Feb 04, 2018 10:46 am
Forum: Help
Topic: difference in wall growth rate?
Replies: 29
Views: 945

Re: difference in wall growth rate?

I want to re-emphasize that I've experienced it as a negative in interactive play, nothing to do with tape bugs. Maybe it's a bad habit of mine using l-ctrl as a clock advancer, but it's deeply ingrained and keeps killing me... And it definitely should work that way! Apparently I'm just unable to r...
by Holger
Sun Feb 04, 2018 10:45 am
Forum: Help
Topic: difference in wall growth rate?
Replies: 29
Views: 945

Re: difference in wall growth rate?

When loading a tape, should the initialization of this setting depend on tape.game_version ? I see hex bytes 04 00 01 01 in my tape, 04 00 00 00 in RAP's. Yes, exactly. And it indeed works like this in 4.0.1.1 -- unfortunately it (the single button setting) then gets unconditionally overwritten aft...