you might wait a while. it has been available for over 3 years now but still no sign of it in rnd. how long does it take?RAP wrote:I think Holger is trying to fix this problem right now. I've witnessed the lack of warp-around movement. We'll wait soon enough...
Search found 77 matches
- Fri Feb 05, 2010 4:07 am
- Forum: Help
- Topic: Emerald Mine Club - no such thing as wrap-around movement?
- Replies: 27
- Views: 34960
- Wed Jan 27, 2010 2:38 am
- Forum: General Discussion
- Topic: Thoughts on the EMC levels
- Replies: 6
- Views: 9306
Its main purpose is to be there for historical reference, to be playable like the original EMC disks and to let people re-discover those EMC disks they once played on the Amiga. But it was never intended to play them all, of course. ;-) I just want it to play as many existing EMC levels as possible...
- Sun Jan 17, 2010 1:27 am
- Forum: Bug Reports
- Topic: Tiny lil' bugs that may hinder some of the R'n'D game engine
- Replies: 7
- Views: 8330
About yamyams: Their behaviour towards the player should be more or less like in the original Emerald Mine game. differences, from most obvious: * pushing against an eater kills you. * an eater pushing against you while you are digging dirt/eating an emerald/collecting keys etc. kills you. * if an ...
- Mon Jan 11, 2010 5:49 am
- Forum: Bug Reports
- Topic: Maximum Emerald Mine Compatibility (MEMC)
- Replies: 4
- Views: 8120
Maximum Emerald Mine Compatibility (MEMC)
holger said he wanted to open up a thread on compatibility with EMC levels.
i'll get it started.
levels 54,56,67,69,72,73 from expert mine 3 are impossible because of fake acid.
i'll get it started.
levels 54,56,67,69,72,73 from expert mine 3 are impossible because of fake acid.
- Mon Jan 11, 2010 4:58 am
- Forum: Bug Reports
- Topic: Tiny lil' bugs that may hinder some of the R'n'D game engine
- Replies: 7
- Views: 8330
- Mon Jan 11, 2010 4:50 am
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 444609
like on http://inca.stef.be/ - an emerald mines engine in flash which also uses the BDCFF format. I still plan on converting all the caves on http://www.emeraldmines.net/ to this format for old caves, this is not a good idea, which i found out first hand, when i tried to convert old caves into a si...
- Mon Jan 11, 2010 3:46 am
- Forum: Help
- Topic: Emerald Mine Club - no such thing as wrap-around movement?
- Replies: 27
- Views: 34960
The current implementation of the native EM/EMC game engine does not support wrap-around. A future implementation will support this feature. There are currently no plans to fix this problem any time soon. this is implemented in my real emerald mine engine for a long time now: http://www.emeraldmine...
- Sun Apr 05, 2009 4:57 am
- Forum: Programmer's Corner
- Topic: Editor scrolling crash - debugged in-depth
- Replies: 9
- Views: 23989
The problem occurs when blitting overlapping parts of a SDL surface (bitmap) from/to the same surface. are you talking about a bitmap (ie. depth of 1) surface ? i found them to be quite buggy. my workaround for bitmaps was to use an 8 bit depth with only the constants SDL_ALPHA_TRANSPARENT and SDL_...
- Tue Mar 24, 2009 1:50 am
- Forum: Programmer's Corner
- Topic: Editor scrolling crash - debugged in-depth
- Replies: 9
- Views: 23989
Re: Editor scrolling crash - debugged in-depth
That's strange, it's the exact opposite. (And it crashed at least once both in game and in editor, as mentioned above.) i got the floating point exception, looked at the function it happened in, and it looks to me like a buffer overrun somewhere before this function. the struct was corrupted, and a...
- Thu Jan 22, 2009 1:57 am
- Forum: Bug Reports
- Topic: 3.2.6.0 acid splash problem and bug&tank turn problem
- Replies: 2
- Views: 4116
Re: 3.2.6.0 acid splash problem and bug&tank turn proble
`001`001`001`001`001`001`001`001`001 `001`000`000`000`001`000`000`000`001 `001`000`000`091`001`087`000`000`001 `001`000`000`000`017`000`000`000`001 `001`000`000`000`016`000`000`000`001 `001`000`000`000`000`000`000`000`001 `001`000`000`000`001`000`000`000`001 `001`000`000`000`001`000`000`000`001 `001...
- Thu Jan 15, 2009 12:42 am
- Forum: Bug Reports
- Topic: 3.2.6.0 acid splash problem and bug&tank turn problem
- Replies: 2
- Views: 4116
3.2.6.0 acid splash problem and bug&tank turn problem
the first problem is that the splashes from the acid pool make the bombs explode which is wrong. acid splashes are purely cosmetic and shouldnt interact with any other object. `001`001`001`001`001 `001`019`000`019`001 `001`000`000`000`001 `001`000`019`000`001 `001`000`000`000`001 `001`000`000`000`00...
- Tue Jan 06, 2009 3:37 am
- Forum: Programmer's Corner
- Topic: Editor scrolling crash - debugged in-depth
- Replies: 9
- Views: 23989
Re: Editor scrolling crash - debugged in-depth
$ gdbtui ./rocksndiamonds [...] (gdb) x 0x8056BC1 0x8056bc1 <getSizedGraphicSource+61>: 0x158ba5f3 (gdb) disassemble 0x8056BC1 Dump of assembler code for function getSizedGraphicSource: 0x08056b84 <getSizedGraphicSource+0>: push %ebp 0x08056b85 <getSizedGraphicSource+1>: mov %esp,%ebp 0x08056b87 <g...
- Wed Dec 10, 2008 1:43 am
- Forum: Bug Reports
- Topic: Problems with native EM engine?
- Replies: 4
- Views: 7157
Re: Problems with native EM engine?
You're right that I mainly took the game engine, but used the input device code (joystick and keyboard input) and output device code (graphics and other artwork and display code) from R'n'D (although the EM engine still can use two different artwork engines, but this is still limited in the current...
- Sun Dec 07, 2008 12:29 am
- Forum: Bug Reports
- Topic: quicksand and bd rock bug in 3.2.6.0
- Replies: 0
- Views: 4897
quicksand and bd rock bug in 3.2.6.0
bd rocks sink into quicksand, but when they come out they change to em rocks
- Tue Dec 02, 2008 3:13 am
- Forum: New Ideas
- Topic: DC style dynamite or change EM style dynamite behaviour
- Replies: 11
- Views: 15953