Search found 81 matches
- Mon Nov 10, 2008 1:47 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
Is anyone relying on a default Frametime=200 ms? If not, we could change it to 180 160 140 120 120 as this is what most Atari and C64 engines used on PAL machines, given the machine could handle it (which might not be the case on some CPU demanding caves). Also I added some things which is used by X...
- Sat Oct 25, 2008 3:50 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
Re: atari colors
Now you've lost me. I don't get what you are trying to say.cirix wrote:Did I mention random numbers?
I'm not panicking, I'm just tired of this crap.
- Sat Oct 25, 2008 12:23 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
My BDCFF document is updated: http://www.gratissaugen.de/erbsen/bdcff.html It distinguishes between BDCFF native defaults and those of the various C64 engines where applicable now. Also added: - some more defaults - DIRT2 are added. - Multilevel option for several attributes. - Atari colors. - Link ...
- Sat Oct 25, 2008 11:52 am
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
Re: atari colors
About the BDCFF part, I'm not sure. It is certainly easier to point at some general Wikipedia stuff then restricting it to 6502 code. On the other hand, 6502 code is basically what we have with the default predictable random number generator, although it was ported to C and Pascal. I _have_not_ wri...
- Sat Oct 25, 2008 9:15 am
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
Re: atari colors
as gdash now supports atari palettes, i'm considering writing the atari colors differently to bdcff files. a color specification would look like: - a c64 color (Black), or - an atari color (Atari1E), or - rgb value, 12FFEE or #12FFEE. so those also would not have to be translated to rgb. what do yo...
- Sat Oct 11, 2008 6:39 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
We need to specify the way the line algorithm should work exactly. (Same goes for maze generation and random placements, though I concentrate on lines in this post now) This is no issue for any C64 caves, as they only can go into one of 8 directions. However, there are clones capable of using lines ...
- Fri Sep 26, 2008 6:52 am
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
Some parameters should be extended to optionally have one number for each level. For instance, you then can just write AmoebaTime=60 50 40 30 20 instead of [Level=1] AmoebaTime=60 [/Level] [Level=2] AmoebaTime=50 [/Level] [Level=3] AmoebaTime=40 [/Level] [Level=4] AmoebaTime=30 [/Level] [Level=5] Am...
- Thu Sep 18, 2008 11:54 am
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
A suggestion on the Add object, which currently is defined as Add=incx incy element1 element2 [backwards] This was used only in BD2. if backwards is specified, the algorithm works from bottom up. Since backwards is not used by any engine, it is safe to make this change. I'd like to add a third eleme...
- Sat Sep 13, 2008 8:27 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
- Thu Aug 28, 2008 4:37 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
Thanks Logicdeluxe I'll get the specs at http://www.emeraldmines.net/BDCFF/ up to date as soon as possible. Good. While at it, could you also update the version to 0.5 in both in the header and in the code example to 0.5? And don't miss the important sentence at the bottom: Char codes should not in...
- Tue Aug 26, 2008 11:40 am
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
A revised version of my proposal for my upcoming engines are online. This is not the complete list of BDCFF keywords, but it reflects mostly what is discussed here and what is done in Gdash for the most part. Also very important, the cave object instructions, which seems to be the only up to date re...
- Tue Jun 17, 2008 7:01 am
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
again, this would need to read the file, store in memory, buffer it, read lines not in order, guess parameters, override parameters, do all the black magic. so hereby i refuse to implement or support this. You don't need to implement this. Just say that your engine is designed to read and write BDC...
- Mon Jun 16, 2008 8:04 pm
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
Re: gdash bdcff
1) the engine flag is still unnecessary. ok, i implemented it, but it required to load the complete text file, see if there is an engine flag, and only then to process others. (instead of being able to parse the file line-by-line, without the requirement to be able to jump around in it) also, for e...
- Thu May 01, 2008 11:58 pm
- Forum: General Discussion
- Topic: My Emerald Mines Article
- Replies: 6
- Views: 9857
- Wed Apr 30, 2008 11:03 am
- Forum: Programmer's Corner
- Topic: Current state of text based levelformats
- Replies: 200
- Views: 387455
Re: engine tag
scrollpropertiessomething=asdf enginde=bd1 Why should someone ever wanted to do that? It should be self explanatory to first set the default engine and then apply the tweaks you want. It really makes no sense the other way around. We could add it to the docs that engine is to be set before any othe...