Search found 81 matches

by LogicDeLuxe
Sun Feb 17, 2008 7:47 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

Re: slime permeability

if you want unpredictable slime, you write SlimePermeability=0.05. if you want predictable, you write SlimePermeability=3. No, you won't. You write SlimePermeabilityC64=3, whereas 3 is a byte variable which has the bit pattern the C64 engines use. Both can coexist, as both should be processed by a ...
by LogicDeLuxe
Sun Feb 17, 2008 10:10 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

Re: acid

i would rather specify an element to which acid converts, it is more generic. i would even acid.spreadratio=xxx acid.convertsto=yyy and the like. nopuff is the most inconsistent possible. bye Well, for the sake of consistency, we might consider don't touching the attributes at all and just define a...
by LogicDeLuxe
Sat Feb 16, 2008 7:10 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

LogicDeLuxe: you wrote this in the other topic: $17 Bit 2: if set, Acid's original position converts to explosion puff during spreading. Otherwise, Acid remains intact, ie. it's just growing. (unused in the original BD1) so a boolean flag should be added to acidproperties, as bdcff should also supp...
by LogicDeLuxe
Fri Feb 15, 2008 12:46 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

Do we still need IntermissionProperties.scroll=true|false?
This is better handled with size=width height [x1 y1 x2 y2] now.
A native C64 intermission is equivalent to:
Size=40 22 0 0 19 11
by LogicDeLuxe
Fri Feb 15, 2008 9:09 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

Re: cave colors

opinions? Hex-colors and adding amoeba and slime makes sense to me. Though I would list amoeba at 6th and slime at 7th. It seems more intuitive since amoeba was first and slime was added later. And of course, those extra colors should be save to ignore, ie. you can't specify them without specifying...
by LogicDeLuxe
Mon Feb 11, 2008 7:25 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

Re: cave sizes

anyways, the some current bdcff files are incompatible with the c64 design, as they have 20x12 intermission maps, and c64 has 40x22 intermissions internally. but this can be worked around: the standard should state that cave maps are allowed to be smaller than the actual size=w h specified (or the ...
by LogicDeLuxe
Mon Feb 11, 2008 10:37 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

yes, that one assumes 40x22 and 20x12, those can be default. but it DOES NOT CONTAIN either the cavesize, or the intermissionsize tags, which could be easily removed. i just haven't come across any bdcff which had that. Not mentioning, that BD1 intermissions ARE NOT 20x12, they are 40x22 with upper...
by LogicDeLuxe
Mon Feb 11, 2008 10:18 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

Re: scrolling

thinking of this, hereby i suggest a behavior for bdcff-capable programs: if some tag is encountered when reading a bdcff game, the program doesn't know, it should read as a string, and later, when saving the file again, save those, too. Good suggestion. This really should be stated to any BDCFF do...
by LogicDeLuxe
Sun Feb 10, 2008 10:57 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

Some scroll critical caves: Remixdeluxe 2 Cave 18, Cave 19 RTA Dash 05, Cave 6 And while looking for critical caves, I found a game which interestingly does scroll to the lowest active Rockford: Matthias Steiner's Boulder Dash+ 3 uses a modified PLCK engine. Take a look at Cave 3. So we need that op...
by LogicDeLuxe
Sun Feb 10, 2008 2:03 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

So we need DIRTLOOKSLIKEeffect and (H/V)EXPANDINGWALLLOOKSLIKEeffect in the Bdin element list. Should be no problem. And since I've been asked to have two versions of dirt graphics in the same cave like I did in Crazy Dream 7, we could also define DIRT2 to the Bdex element list. That way, we archive...
by LogicDeLuxe
Sun Feb 10, 2008 10:19 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

Re: Scrollproperties flag

is the Scrollproperties flag used for any particular reason? i think emulating the buggy bd1 scrolling routine (which, as a matter of fact, fails for multiple players in a cave) is futile. We certainly won't emulate the bug. Emulating the multiple players behavior is simple, though. All you need is...
by LogicDeLuxe
Sun Feb 10, 2008 10:01 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

Re: visual properties in bdcff

hi, i think i suggest a simple boolean, yes or no altdirt property. any program importing a bd2 cave, for example, can check if there is an amoeba, and then set the flag accordingly, and is therefore fully compatible. this way the "altdirt=amoeba" and "altdirt=amoeba slime" sett...
by LogicDeLuxe
Fri Feb 08, 2008 11:42 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

Suggestion: Concerning MagicWallType A better proposal: MagicWallProperties.waitforhatching=true|false MagicWallProperties.convertamoeba=true|false MagicWallProperties.breakscan=true|false If waitforhatching=true, the timer does not start befor the guy's hatching, even in case the Magic Wall is acti...
by LogicDeLuxe
Thu Feb 07, 2008 9:29 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

Some older attributes were missing:

I added the Colors attribute, which is already in use by existing BDCFF files around from the beginning.

I added the AltDirt attribute, which was already in my proposal, and is now in need by cirix's new gdash.
by LogicDeLuxe
Thu Feb 07, 2008 8:03 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 397827

Like cirix has discovered, there is a difference in explosions between BD1/BD2/PLCK and 1stB/CrLi, thus I added one more attribute.
ShortExplosions=true|false
If set to true, the engine will skip EXPLOSION1 and DIAMONDBIRTH1 starting the sequence right with EXPLOSION2 and DIAMONDBIRTH2.