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
Search found 648 matches
- Mon Feb 05, 2018 12:02 am
- Forum: Help
- Topic: difference in wall growth rate?
- Replies: 29
- Views: 53805
- Sun Feb 04, 2018 10:56 am
- Forum: Help
- Topic: difference in wall growth rate?
- Replies: 29
- Views: 53805
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.
- Sun Feb 04, 2018 10:54 am
- Forum: Help
- Topic: difference in wall growth rate?
- Replies: 29
- Views: 53805
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...
- Sun Feb 04, 2018 10:31 am
- Forum: Help
- Topic: difference in wall growth rate?
- Replies: 29
- Views: 53805
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...
- Sun Feb 04, 2018 10:30 am
- Forum: Help
- Topic: difference in wall growth rate?
- Replies: 29
- Views: 53805
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.
- Sun Feb 04, 2018 10:25 am
- Forum: Help
- Topic: difference in wall growth rate?
- Replies: 29
- Views: 53805
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 ('...
- Sun Feb 04, 2018 10:14 am
- Forum: Help
- Topic: difference in wall growth rate?
- Replies: 29
- Views: 53805
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 :(
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 :(
- Sun Feb 04, 2018 9:49 am
- Forum: General Discussion
- Topic: Emerald Mine Club levelset completion progress
- Replies: 43
- Views: 84822
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'...
- Fri Feb 02, 2018 9:11 pm
- Forum: Bug Reports
- Topic: Saving/loading with F1/F2 may result in broken tapes
- Replies: 12
- Views: 7681
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,...
- 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: 14
- Views: 8084
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...
- Fri Jan 26, 2018 9:42 pm
- Forum: Bug Reports
- Topic: Hard back buttons in Android
- Replies: 6
- Views: 4760
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. ?
- Fri Jan 19, 2018 6:57 pm
- Forum: Help
- Topic: amoeba grows too fast
- Replies: 8
- Views: 13766
Re: amoeba grows too fast
(perhaps also somewhat intriguing...)
- Fri Jan 19, 2018 6:56 pm
- Forum: Help
- Topic: amoeba grows too fast
- Replies: 8
- Views: 13766
Re: amoeba grows too fast
(I find the idea of Sokoban levels with amoeba frightening... : )
- Mon Jan 08, 2018 5:50 am
- Forum: Level and Artwork Design
- Topic: Widescreen Mode 1920x1080 (zip)
- Replies: 27
- Views: 31272
Re: Widescreen Mode 1920x1080 (zip)
> More on the screen makes it even harder to find the main character. (especially at start, I think there should be something that briefly points to the character at start) I was actually thinking of posting a request to Holger about that; pursuant to regular old levels with, well, whatever mode I'm...
- Thu Jan 04, 2018 6:43 am
- Forum: Help
- Topic: difference in wall growth rate?
- Replies: 29
- Views: 53805
Re: difference in wall growth rate?
So, I never went back to UAE and all that, but while playing a later level I discovered a simple trick which I carried back to this level: standing one away from the outer border of the level, place a dynamite to blow up the last 3 blocks of growing wall. While the fuse is burning, move to safe dist...