Search found 81 matches

by LogicDeLuxe
Sat Feb 02, 2008 11:02 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

Re: <level=x> tag in BDCFF

cirix wrote:is there any reason why the format uses <level=x> instead of [level=x]?
the bracket variant is used for any other tags, like [game], [cave] and so on.
I don't remember. Probably not. If no one can think of a reason, we really might change this to be consistent with the other sections.
by LogicDeLuxe
Fri Feb 01, 2008 9:38 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

The unfortunate fact the the "Sokoban object" is represented by a light bulb and not by a box, while another, different element (the lamp) exists with the exact same graphic, but totally different element properties, is likely to cause a lot of confusion. But it is important to know that ...
by LogicDeLuxe
Thu Jan 31, 2008 8:16 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

Some think which confuses me: Why does Sokoban need its own SOKOBANPLAYER and not the INBOX? Other BD clones also don't actually have an inbox but start with the player immediately, and yet, there is no special element defined for that purpose. And do we need LAMP and SOKOBANBOX? No, it's not a rhet...
by LogicDeLuxe
Wed Jan 30, 2008 12:28 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

That's true. But we should not use the ampersand too, because it's introduce a special char sequence. We should not use: semicolon - because it's for comment equalsign - becausse it's for a value assignment greater,less - because it introduce a HTML sequence brackets - because it introduce a new se...
by LogicDeLuxe
Tue Jan 29, 2008 10:17 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

I don't like unicode, because some editors dont like it. Use the ampersand prefix should be enought, like "<" for "<" (without the quote's) Your editor doesn't need to know unicode, that's the point of HTML encoding. You don't even need to reconfigure your keyboard to enter fore...
by LogicDeLuxe
Tue Jan 29, 2008 9:07 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

Offcourse you could name then envelope1, etc ... but envelope seems like a graphic thing, maybe note is more general. Exactly. I once thought of implementing a scroll for the same purpose, but never did this due to C64 memory restrictions. Maybe someday in Crazy Light PC. [note1] Hi, this is game <...
by LogicDeLuxe
Tue Jan 29, 2008 5:36 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

@LogicDeLuxe: Is a exit in BD destroyable? It is. Always, any kind, any state. There are even many caves where you have more than one exit, and you need to destroy some of them as they can block your way. This is mainly done because there is no destructible Titanium Wall in PLCK and since the Exit ...
by LogicDeLuxe
Sun Jan 27, 2008 9:55 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

New Idea: About the map and the object section. I think they can coexists. If first the map comes and than the object section. The object section can set some special elements. [map] .P. ... .E. [/map] [objects] POINT=2 2 FIREFLYd [/objects] Since you can define any map codes you like in a BDCFF fi...
by LogicDeLuxe
Sun Jan 20, 2008 11:56 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

About AMOEBA and BD_AMOEBA. I think, since in Boulder Dash, enclosed amoebas always convert to diamonds (unless it is changed with a Diego effect), it should be assumed, that AMOEBA also does this in RnD, and for a nonconvertible amoeba, there should be EM_AMOEBA instead, and we would unflag EM supp...
by LogicDeLuxe
Sun Jan 20, 2008 11:19 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

HerzAusGold wrote:dummyProperties.diamondcollector=false
dummyProperties.penalty=true
dummyProperties.destructable=false

... so it's more extendable..
I like that syntax. It is very readable and very parser-friendly at the same time, I think.
I don't see in what way it is more extendable than the others, though.
by LogicDeLuxe
Wed Jan 16, 2008 10:17 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

Is GraphicSet really necessary? It seems to do the same as CharSet , ie. specifying a set of element graphics. Maybe, we could remove the default="normal" and just let the engine use its default set, whatever it is called. Same with Fontset. I moved most default values from the description...
by LogicDeLuxe
Wed Jan 16, 2008 12:36 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

Sorry. Some little mistake. There actually is support for BOULDERfallingeffect and DIAMONDbouncingeffect in DAS, but no cave ever used them, iIrc. Besides those 16 PLCK elements, there are a few extensions. This shouldn't be confusing as those elements are either in the Bdex or Bdin category. I flag...
by LogicDeLuxe
Tue Jan 15, 2008 6:31 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

For your "supporting engine" column, do you mean, the native cave file format supports this? If yes, there are only 16 elements in PLCK as those nibble codes are rather limited. Of course, the engine knows all those elements I have in my FAQ table internally, though only those which have n...
by LogicDeLuxe
Thu Jan 10, 2008 9:00 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

Oh, it depends on how many elements are inthe level. Reason is that each element needs time in "code" to move, isn't it? Sort of, especially on a 1 Mhz machine, it matters. On the C64, about 50% goes for emulating a virtual screen, and another 30% for animating the graphics (technically a...
by LogicDeLuxe
Thu Jan 10, 2008 1:00 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 386535

How is it calculated for a C64 BD level ? From my XXX2DAS tool: {table for guess a delay value for c64 map} {not very exact, since there is a different level delay!} transverz: array[0..15] of byte =( 17, 17, 0, 0, 0, 0, 0, 0, 32, 32, 27, 17, 0, 0, 0, 0); In PLCK nybble code order: 0 Boulder 1 Diam...