Search found 3759 matches

by Holger
Mon Jul 20, 2026 9:06 am
Forum: New Ideas
Topic: Proper looping of modular tracks
Replies: 5
Views: 7158

Re: Proper [stereo separation] of modular tracks

i also notice that, in 4.4.2.3, Amiga modules (e.g. the MOD. files the game comes with) are fully hard-panned. this sounds rather jarring, e.g. the drums & bass in "apoplexy" are entirely on the right channel and the lead instrument is entirely on the left channel, where in old versio...
by Holger
Mon Jul 20, 2026 8:51 am
Forum: New Ideas
Topic: Proper looping of modular tracks
Replies: 5
Views: 7158

Re: Proper looping of modular tracks (is here, and I somehow missed that until today)

Ya know what, that just hit me that technically the (relatively) recent inclusion of newer SDL libraries actually brought this idea to reality, since now modular tracks not only loop properly, they also don't have any kind of weird delay... Let me explain. [...] Here's the video showing off RF disc...
by Holger
Sat Jul 18, 2026 12:19 pm
Forum: New Ideas
Topic: undo key
Replies: 7
Views: 49946

Re: undo key

Shortcuts for undo/redo are now implemented (and will be available with the next release version).

Thanks again for the reminder! :)
by Holger
Sat Jul 18, 2026 12:18 pm
Forum: Bug Reports
Topic: rockford takes too long to move at the start of old RnD levels
Replies: 2
Views: 80

Re: rockford takes too long to move at the start of old RnD levels

That you very much for bringing this issue to my attention! Indeed old versions had an initial delay for player moves, but apparently not those which were used to create this level (which would not work with it). And no idea how bojster was able to record that solution tape anyway! Apparently it's a...
by Holger
Sat Jul 18, 2026 12:10 pm
Forum: Help
Topic: [4.4.2.3] "??"
Replies: 3
Views: 134

Re: [4.4.2.3] "??"

Just had a deeper look at this issue: Although I wonder why it did not happen earlier, as older versions also supported things like ISO-Latin-1 character sets etc. But indeed I did some additional changes recently, which most probably have caused what you reported here. The change was indeed as foll...
by Holger
Thu Jul 16, 2026 5:17 pm
Forum: Help
Topic: [4.4.2.3] "??"
Replies: 3
Views: 134

Re: [4.4.2.3] "??"

Now, I'm not sure if that was intentional or not, but that was probably done to support more characters Yes, exactly. Although I wonder why it did not happen earlier, as older versions also supported things like ISO-Latin-1 character sets etc. But indeed I did some additional changes recently, whic...
by Holger
Thu Jul 16, 2026 5:10 pm
Forum: Help
Topic: A Couple of potentially broken levels
Replies: 19
Views: 480

Re: A Couple of potentially broken levels

Found a few more oddities. https://www.youtube.com/watch?v=ZL0H6G0VFow Thanks a lot, this is in fact very helpful! I have started to re-implement the DC game elements in the native EM engine, which should cover a lot of bugs and different engine behaviours (which are likely to render certain levels...
by Holger
Thu Jul 09, 2026 3:41 pm
Forum: Help
Topic: A Couple of potentially broken levels
Replies: 19
Views: 480

Re: A Couple of potentially broken levels

That looks very convincing! I do like that approach, and I appreciate the work you have put into it. :-) Especially regarding your argument of having a DC set in the "Classic Original Games" collection, which is indeed valid. this is unrelated to the EMC collection. Well... the EMC collect...
by Holger
Thu Jul 09, 2026 12:45 pm
Forum: Help
Topic: A Couple of potentially broken levels
Replies: 19
Views: 480

Re: A Couple of potentially broken levels

Should work now. Had it set to private instead of unlisted. Works fine now, thank you for recording and sharing this -- this is very helpful! :) pretty sure the bombs use to drop then explode. They would only explode the tile you were just on and the 5 adjacent ones. First I misunderstood you here,...
by Holger
Thu Jul 09, 2026 6:35 am
Forum: Help
Topic: A Couple of potentially broken levels
Replies: 19
Views: 480

Re: A Couple of potentially broken levels

What if there's text in the level, like 'take the green key first'? Exactly. That means that playng a level set that comes with its own custom artwork, but using different artwork to play it, could always result in such problems, even if i try to match the "custom" colors of game elements...
by Holger
Thu Jul 09, 2026 6:32 am
Forum: Help
Topic: A Couple of potentially broken levels
Replies: 19
Views: 480

Re: A Couple of potentially broken levels

Could you describe what you experience as "weird behavior" when playing DC levels in R'n'D? Some differences could be adjusted to work more similar as in DC. Created this short video for all the ones I can think of atm. There's probably more though. https://youtu.be/xpO7dpJTqhU I get &quo...
by Holger
Wed Jul 08, 2026 7:15 pm
Forum: Help
Topic: A Couple of potentially broken levels
Replies: 19
Views: 480

Re: A Couple of potentially broken levels

the only possibilty i can think of is that keys are indestructible in DC... They are definitely destructible -- just tested it again by playing this exact same level of the original game in an Amiga emulator. :) i tried to get an amiga emulator working to test how keys behave in the original Diamon...
by Holger
Wed Jul 08, 2026 9:35 am
Forum: Help
Topic: A Couple of potentially broken levels
Replies: 19
Views: 480

Re: A Couple of potentially broken levels

First of all, the DC levels are played with the R'n'D game engine, although the original DC engine is closer to the EM engine (especially with regard to the fact that the player can move every single frame in the R'n'D engine, while the player can only move every eight frames in the EM and DC engine...
by Holger
Tue Jul 07, 2026 10:47 pm
Forum: Help
Topic: A Couple of potentially broken levels
Replies: 19
Views: 480

Re: A Couple of potentially broken levels

Hi ncrecc, our posts just crossed! You are right about the first one (with the spaceship starting into the wrong direction) -- this has to be fixed in the code, just as you wrote. But the other one is misleading if using the classic R'n'D artwork! In both Emerald Mine and Diamond Caves, the third ke...
by Holger
Tue Jul 07, 2026 10:39 pm
Forum: Help
Topic: A Couple of potentially broken levels
Replies: 19
Views: 480

Re: A Couple of potentially broken levels

Hi Wildstrike, welcome to the R'n'D forum! :) And thanks for bringing up some edge cases with the new Diamond Caves level collection! Diamond caves > game levels > 25 Seems impossible, there's no window for getting past the space ships. Oops! The spaceship near the yamyam should start moving right, ...