Search found 231 matches

by filbo
Sat Feb 10, 2018 11:23 pm
Forum: Programmer's Corner
Topic: startup speed
Replies: 1
Views: 48

startup speed

Did you change something in how level metadata is cached, or something like that? Since building the most recent update (I guess that was the 4.0.1.1 official release), startup is many times faster than before. (Not complaining! :)
by filbo
Wed Feb 07, 2018 12:43 am
Forum: Bug Reports
Topic: 4.0.1.1: Emerald Mine engine: Spaceship movement not mirroring bug movement?
Replies: 1
Views: 66

Re: 4.0.1.1: Emerald Mine engine: Spaceship movement not mirroring bug movement?

Only guessing, from past observations: I think their individual behavior algorithms are mirror-identical, but perhaps the order in which their actions are considered are not. I think each one's move may be considered in sort of a raster order, so if the move of object-to-the-left is going to occupy ...
by filbo
Mon Feb 05, 2018 2:19 am
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.
by filbo
Mon Feb 05, 2018 12:02 am
Forum: Help
Topic: difference in wall growth rate?
Replies: 29
Views: 945

Re: difference in wall growth rate?

Make it a tri-state all-engines setup option:

( ) off for all
(*) on for EMC engine, off for others (like the respective originals) (default)
( ) on for all
by filbo
Sun Feb 04, 2018 10:56 am
Forum: Help
Topic: difference in wall growth rate?
Replies: 29
Views: 945

Re: difference in wall growth rate?

Well, in a quick test, leaning on l-ctrl doesn't blow me up in single-step; but it does in realtime play. It's possible (let's say 'likely') that I also sometimes lean on l-ctrl in realtime play, knowing it is a 'do-nothing' key. Only it isn't, any more.
by filbo
Sun Feb 04, 2018 10:54 am
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?) Suppose that, in the process of advancing the clock with 'snap', I sometimes lean on that key for a second or longer? I expect that to have no more effect than tapping it for an instant -- either way, adva...
by filbo
Sun Feb 04, 2018 10:31 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...
by filbo
Sun Feb 04, 2018 10:30 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.
by filbo
Sun Feb 04, 2018 10:25 am
Forum: Help
Topic: difference in wall growth rate?
Replies: 29
Views: 945

Re: difference in wall growth rate?

Well, looking at the commit descriptions narrowed it down, looking at diffs narrowed it further, then I got suspicious of one change, edited src/game_em/input.c:readjoy() to act like 'use_single_button' was always false, and -- the tape worked. Holger, I've died many times because I hit left-ctrl ('...
by filbo
Sun Feb 04, 2018 10:14 am
Forum: Help
Topic: difference in wall growth rate?
Replies: 29
Views: 945

Re: difference in wall growth rate?

Cool, thanks!

That tape plays back with an older R&D binary, but not current 4.0.1.1. Last binary it works with is 4.0.0.2 built 2017-04-11; next one is 4.0.1.0 built 2017-09-16. Which narrows the problem down to about 42 commits :(
by filbo
Sun Feb 04, 2018 9:49 am
Forum: General Discussion
Topic: Emerald Mine Club levelset completion progress
Replies: 23
Views: 11489

Re: Emerald Mine Club levelset completion progress

There are levels which are precise duplicates; levels which are duplicate except for some text stamped somewhere (level number and/or levelset name); levels which are logical duplicates, e.g. take level A, replace all grass with sand, replace all steel walls with some other undiggable wall, etc. It'...
by filbo
Fri Feb 02, 2018 9:11 pm
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.) Somewhere, while splicing together the tape actions and the change-over to live, there is going to be a single 'tick' (shortest time,...
by filbo
Fri Feb 02, 2018 9:05 pm
Forum: Bug Reports
Topic: Trying to beat Supaplex sets, Classic and 96... Gravity, and Snik Snak/Electron touch
Replies: 13
Views: 514

Re: Trying to beat Supaplex sets, Classic and 96... Gravity, and Snik Snak/Electron touch

Instead of 'OLD' / 'NEW', it would be better if you could tag the graphics sets with what's unique about them, use those tags in the UI. i.e. for ECS vs. AGA, 'low-color' vs 'high-color' or something like that. (Is there not also a difference in tile size?) then for resolution, 'lower-res' vs 'highe...
by filbo
Fri Jan 26, 2018 9:42 pm
Forum: Bug Reports
Topic: Hard back buttons in Android
Replies: 5
Views: 197

Re: Hard back buttons in Android

The image posted in that other thread gave a path to stderr.txt -- would looking at the contents of that path be of any help, without going to the effort of setting up ADB etc. ?
by filbo
Fri Jan 19, 2018 6:57 pm
Forum: Help
Topic: amoeba grows too fast
Replies: 8
Views: 299

Re: amoeba grows too fast

(perhaps also somewhat intriguing...)