Search found 81 matches

by LogicDeLuxe
Thu Jan 10, 2008 10:16 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 406111

Hmmm ... I'm afraid I disagree a bit. If you let me quote one of the "Founding Fathers" (LOL :lol: ) of BDCFF, Peter Broadribb: It needs to be able to potentially support all the existing caves in all the existing various implementations of BoulderDash And my "supporting" I thin...
by LogicDeLuxe
Wed Jan 09, 2008 9:00 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 406111

the trouble is there is slight variations between the versions, so if you want to put it in your BDCFF thing, you'll probably need to differentiate between versions (at least kingsoft, v5, v6). That's where the Engine attribut cames in handy, which we just discussed here. Furthermore, some Type/Pro...
by LogicDeLuxe
Mon Jan 07, 2008 12:23 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 406111

Those are just different animation steps of Acid and Amoeba, right? If they are only animation steps, they should not added to any element list, because this handles each engine different. Eg. even the "falling" elements in LogicDeLuxe proposal are handled from most tools/engine as normal...
by LogicDeLuxe
Mon Jan 07, 2008 6:39 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 406111

And indeed, for overlapping elements, the naming should include the subset, like EM_WALL, EM_DIAMOND .... Only problem is the compatibility to existing BDCFF files. Those are all BD1, BD2 or PLCK and they don't use names like BD_DIAMOND. For the 1stB and CrLi extensions, naming them with BD_ would ...
by LogicDeLuxe
Sat Jan 05, 2008 11:21 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 406111

So maybe we should have a separate subset of element-names in BDCFF that aren't meant to be placed in a map, but serve another purpose. The explosion thing could find a spot in this subset. For the documentations, it perfectly makes sense to have two tables here. For the format itself and the engin...
by LogicDeLuxe
Fri Jan 04, 2008 7:28 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 406111

For the delay the elements have a delayed property, like "BOULDERfd" Which stands for Boulder Falling Delayed. An explosion should not used for a frame delay. I disagree when it comes to a BD engine. The delayed objects really aren't ment to be placed in a map. In fact, this can have unpr...
by LogicDeLuxe
Fri Jan 04, 2008 7:14 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 406111

On the one hand the format should be able to hold all kinds of levels, resulting in a long list of object names, on the other hand, a developer creating an engine should not have to create 10 different kind of rocks just because a levelformat defines them all. An engine supporting all maps of any e...
by LogicDeLuxe
Fri Jan 04, 2008 1:32 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 406111

:-) Mutant stones? Bladders? Sounds scary! I have never heard of them until today. (I though they where new additions to your Crazy Dream 9) Actually, the only new addition to Crazy Dream 9 are those random generated mazes. Mutant Stones and Bladders date back to Prof. Knibbles 1stB engine. Btw. al...
by LogicDeLuxe
Fri Jan 04, 2008 9:08 am
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 406111

I wasn't even aware that Bombs and Acid existed in some C64 Boulderdash engines! Take a look at my demo game for newbies: http://www.gratissaugen.de/erbsen/tutor.zip Most aspects of C64 BD should be covered there. Btw. all elements in my BDCFF extension for Crazy Dream PC proposal exist in some C64...
by LogicDeLuxe
Thu Jan 03, 2008 6:57 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 406111

Hmm, this process seems to scream for a wiki page, so that anyone could edit the BDCFF proposal Agreed. An official BDCFF place is badly in order. Any addition has to be made in a way that compatibility is maintained, of course. Also a highscore table for each cave (dependant on the engine) Good po...
by LogicDeLuxe
Thu Jan 03, 2008 1:23 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 406111

The "Id" should not matter too!! What's the purpose of it anyway? I'm not familiar with Emerald Mine internals. The two byte code is free to use. But for Rnd we need more. As those codes are merely defaults, any cave editor is free to define more, and any engine is supposed to read such a...
by LogicDeLuxe
Thu Dec 20, 2007 1:47 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 406111

Not for DX Boulderdash, but for RnD, it's quite a bit of work. Hm, so I see... the pascal conversion is not the problem.. it's the integration in RnD... As I didn't even took a look into the RnD code, I really can't tell wether the conversion or the integration would be more work. Though keep in mi...
by LogicDeLuxe
Wed Dec 19, 2007 9:50 pm
Forum: Programmer's Corner
Topic: bd conversion
Replies: 10
Views: 25048

I plan to do Crazy Dream PC (the name still might be changed) in C or C++ using SDL. It will be ispired by Boulder Remake and it will have support at least for the C64 engines BD1 with Slime and Growing Wall extensions, BD2 with Rockford's extensions, PLCK with Lord Diego's extensions, 1stB, CrLi an...
by LogicDeLuxe
Wed Dec 19, 2007 9:32 pm
Forum: Programmer's Corner
Topic: Current state of text based levelformats
Replies: 200
Views: 406111

HerzAusGold wrote:/*edit*/ Pascal source should be no problem...
Not for DX Boulderdash, but for RnD, it's quite a bit of work.
by LogicDeLuxe
Wed Dec 19, 2007 10:39 am
Forum: Programmer's Corner
Topic: bd conversion
Replies: 10
Views: 25048

Holger has the code already and permission to convert it under GPL.
My old engine was written in Pascal.

Besides this, After finishing the Crazy Light Tools on the C64, I plan to write a new engine from scratch, probably using SDL, so it can be easily ported.