Search found 77 matches

by dave
Fri Feb 05, 2010 4:07 am
Forum: Help
Topic: Emerald Mine Club - no such thing as wrap-around movement?
Replies: 27
Views: 33857

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...
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?
by dave
Wed Jan 27, 2010 2:38 am
Forum: General Discussion
Topic: Thoughts on the EMC levels
Replies: 6
Views: 9215

Its main purpose is to be there for historical reference, to be playable like the original EMC disks and to let people re-discover those EMC disks they once played on the Amiga.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...
by dave
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: 8239

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 ...
by dave
Mon Jan 11, 2010 5:49 am
Forum: Bug Reports
Topic: Maximum Emerald Mine Compatibility (MEMC)
Replies: 4
Views: 7926

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.
by dave
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: 8239

RAP wrote:The Emerald Mine engine is very fine.
thanks for that compliment :-) i like that it has stood the test of time (the secret ingredient is love).
by dave
Mon Jan 11, 2010 4:50 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386491

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...
by dave
Mon Jan 11, 2010 3:46 am
Forum: Help
Topic: Emerald Mine Club - no such thing as wrap-around movement?
Replies: 27
Views: 33857

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...
by dave
Sun Apr 05, 2009 4:57 am
Forum: Programmer's Corner
Topic: Editor scrolling crash - debugged in-depth
Replies: 9
Views: 21777

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_...
by dave
Tue Mar 24, 2009 1:50 am
Forum: Programmer's Corner
Topic: Editor scrolling crash - debugged in-depth
Replies: 9
Views: 21777

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...
by dave
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: 4070

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...
by dave
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: 4070

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...
by dave
Tue Jan 06, 2009 3:37 am
Forum: Programmer's Corner
Topic: Editor scrolling crash - debugged in-depth
Replies: 9
Views: 21777

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...
by dave
Wed Dec 10, 2008 1:43 am
Forum: Bug Reports
Topic: Problems with native EM engine?
Replies: 4
Views: 7104

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...
by dave
Sun Dec 07, 2008 12:29 am
Forum: Bug Reports
Topic: quicksand and bd rock bug in 3.2.6.0
Replies: 0
Views: 4785

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
by dave
Tue Dec 02, 2008 3:13 am
Forum: New Ideas
Topic: DC style dynamite or change EM style dynamite behaviour
Replies: 11
Views: 15784

I added a switch "[ ] explodes with chain reaction" to the "Config" tab of EM style dynamite in the level editor, using "[x]" ("on") for previous levels (to not break existing levels using EM style dynamite"), why complicate things when you dont care abo...