Search found 648 matches

by filbo
Mon Feb 05, 2018 12:02 am
Forum: Help
Topic: difference in wall growth rate?
Replies: 29
Views: 53805

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: 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.
by filbo
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...
by filbo
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...
by filbo
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.
by filbo
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 ('...
by filbo
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 :(
by filbo
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'...
by filbo
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,...
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: 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...
by filbo
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. ?
by filbo
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...)
by filbo
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... : )
by filbo
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...
by filbo
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...