Search found 81 matches

by LogicDeLuxe
Sat Apr 26, 2008 12:14 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 402517

Re: bdcff

highscores would also be lot easier to read, if they were "rank score name" instead of "rank name score". Since no one has implemented highscores yet, it is no problem using it this way. I have no objections. Rank could be left out altogether, though, as it is pretty much redund...
by LogicDeLuxe
Fri Apr 25, 2008 6:31 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 402517

yes, but this is meaningless for random elements, as different random seeds might place different elements there. the MAIN purpose of objects is to create parts of the cave which are similar on each levels... like the brick walls in good old bd1 cave a. so making element_to_replace optional is poin...
by LogicDeLuxe
Thu Apr 24, 2008 11:03 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 402517

Those sure are useful, but we should stay with common terms, I think. Let's use them as called in the Wikipedia: FloodFillReplace would be FloodFill and FloodFillBorder would be BoundaryFill I also would recommend a different order so we would have: FloodFill =origin_x origin_y fill_element [element...
by LogicDeLuxe
Thu Apr 24, 2008 5:25 pm
Forum: General Discussion
Topic: Permission?
Replies: 6
Views: 8368

So it seems that most care should be taken where to use (or better not use) these trademarked names. The acronym "BD" seems to be fine, though. ;-) That's why my BDCFF proposal says GUY instead of any name. And since it is used for other games as well, such a general name is a good idea a...
by LogicDeLuxe
Thu Apr 24, 2008 8:38 am
Forum: General Discussion
Topic: Permission?
Replies: 6
Views: 8368

With BD, created by First Star Software, the situation seems to be a bit different, as they apparently still sell licenses to other companies which then create BD clones. Common sense seems to be here that clones that use the original levels seem to be fine as long as they don't use the original ar...
by LogicDeLuxe
Sat Apr 12, 2008 3:38 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 402517

It is just like this 4 directions fill: http://en.wikipedia.org/wiki/Floodfill
In those terms:
node=x, y
target-color=the element which is found at x, y before the fill started.
replacement-color=element
by LogicDeLuxe
Sun Apr 06, 2008 9:15 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 402517

Another drawing object is appreciated:
FloodFill=x y element
It applies a 4 direction floodfill algorithm. (no diagonal filling)
by LogicDeLuxe
Fri Apr 04, 2008 9:33 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 402517

Is there no implicit value for this available? e.g Framerate? No and Yes. If Frametime is set, this implies a constant speed in real time. Such a cave is not designed on a C64 Boulder Dash engine. This attribute is meant for newly developed caves/engines. If Cavedelay is set, it is what the C64 eng...
by LogicDeLuxe
Mon Mar 31, 2008 12:24 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 402517

A video standard attribute might be a useful addition to the BDCFF. Something like this: VideoStandard=PAL|NTSC The thing is, that C64 BD (and possibly other clones on C64, Amiga, Atari and similar systems you usually connect to a TV set.) are made for NTSC systems and rely in counting raster interr...
by LogicDeLuxe
Thu Mar 13, 2008 5:46 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 402517

Whats that about "Version=0.5" is this the version of the proposal ? It's higher than Tim Stridman's 0.32 and as we need a version number as an info to destinguish for the Size attribute, we need a higher version number. Also we decided to use a floating point number for easy implementati...
by LogicDeLuxe
Thu Mar 13, 2008 1:28 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 402517

Added Elements: ACIDeffect, SPACEd Added Attribute: Version Updated Elements: EXPLOSION5, EXPLOSIONeffect, DIAMONDBIRTHeffect Updated Attributes: EnemyDirectionProperties For the "Structure"-tab: Please update [Level=n]...[/Level] and in your header as well as in the example code Version=0...
by LogicDeLuxe
Thu Feb 21, 2008 1:22 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 402517

We might rename EXPLOSION6 and DIAMONDBIRTH6 to EXPLOSIONeffect and DIAMONDBIRTHeffect to be consistent with the other effect Elements. Still there is a slight difference: While EXPLOSION6 is a real element which can be set (you might think of it as SPACEd), DIAMONDBIRTH6 is only in the code and rea...
by LogicDeLuxe
Mon Feb 18, 2008 7:03 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 402517

Unfortunately, this will not help us in bdcff files, as caves are in play order in them. I already thought about something like and autodetection, which checks if there are elements outside the visible area in intermissions, and tries to do a guess. Another idea: we might use the version tag in the...
by LogicDeLuxe
Sun Feb 17, 2008 11:11 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 402517

Hm, in a exiting converter the random fill directive fills only the intermission area (20*12) if there is an intermission. There is a difference, if it only uses the random generator for this area, or if it applies it for all 40 columns (hardcoded C64 size) and merely overdraws the invisible part w...
by LogicDeLuxe
Sun Feb 17, 2008 8:14 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 402517

Question: For the random fill object - How big is the area by default? Normal cave and intermission. It has no defaults, just like Line, FillRect etc. have no defaults. Random is always proceed over the entire width, including the invisible region. In contrary to the random attribute, also the top ...