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bd conversion

Posted: Tue Dec 11, 2007 8:31 pm
by HerzAusGold
Hi, need your help.
I convert the original BD levels in this way: (in RndTest)
(bd description in comment)

el = EL_BD_ROCK; /* boulder */
el = EL_BD_DIAMOND; /* diamond */
el = EL_BD_MAGIC_WALL; /* magic wall */
el = EL_BD_WALL; /* brick wall */
el = EL_STEELWALL; /* steel wall */
el = EL_BD_EXPANDABLE_WALL; /* expand wall */
el = EL_PLAYER_1; /* rockford (doll) */
el = EL_SAND; /* dirt */
el = EL_BD_FIREFLY; /* firefly */
el = EL_BD_BUTTERFLY; /* butterfly */
el = EL_BD_AMOEBA; /* amoeba */
el = EL_AMOEBA_WET; /* slime */
el = EL_EM_STEEL_EXIT_CLOSED; /* hidden out */
el = EL_EM_EXIT_CLOSED; /* visible out */
el = EL_PLAYER_1; /* in */
el = EL_EMPTY; /* space */

For slime I found no BD element,
do anyone know what is the best replacement?
Anyone know how the slime permibility can set in RnD?
What is the slime permibility exactly?

For the exits I use EM elements - is this the best for BD caves ?

Is there a element for the doll?

Any suggestions?

Posted: Tue Dec 11, 2007 9:47 pm
by guest
What is the slime permibility exactly?
It's how long it waits before it lets an object pass. Random 0 to X.

You should check out VBS-BD since it has all the BD rules (based on BDCFF) and source. I might as well mention this since this forum seems to have turned into a BD one :?

Posted: Wed Dec 12, 2007 8:16 am
by Steffest
Whooo!
I didn't know that VBS-BD at http://www.artsoft.org/vbs_bd/
I can't believe I've missed that.
Amazing job Alan!!!

Steffest

Posted: Fri Dec 14, 2007 9:33 pm
by guest
VBS-BD isn't as good an engine as your flash version :D :shock: Really cool, smooth and fast (I get about about 28 FPS which is good for my PC)
Maybe even faster if you could turn off the high quality, something I have never sussed out how to do in flash9 (I don't think you can?)

You should definitely finish this anyway!

Re: bd conversion

Posted: Tue Dec 18, 2007 7:00 am
by LogicDeLuxe
HerzAusGold wrote:What is the slime permibility exactly?
It uses the same pseudo random numbers as the random placements in BD1 and BD2. The sequence is not reset after building the cave. In PLCK etc., the random number generator is initiated with a seed of 0. The numbers are AND'ed with a byte value, then a Diamond/Boulder goes through when the result is zero. Numbers are probably only taken when there is space under the slime, but I'm not certain about this right now.

Posted: Tue Dec 18, 2007 5:59 pm
by guest
Yeah, like what I said :roll:

Posted: Tue Dec 18, 2007 7:42 pm
by HerzAusGold
Hi LogicDeLuxe,
as far as I know, you wrote a BD engine for RnD (or a part of)
If you send me the code (with related stuff) I can try to integrate it in RnD.

Posted: Wed Dec 19, 2007 10:39 am
by LogicDeLuxe
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.

Posted: Wed Dec 19, 2007 7:54 pm
by HerzAusGold
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.
...Holger is very occupied at the moment, he betrayed me that you are coding this ... maybe I can try it too... ask Holger...

of course I release the source of rndTest again under GPL...
but it's need a cleanup.
I'm actually developing on it...

Posted: Wed Dec 19, 2007 9:50 pm
by LogicDeLuxe
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 and possibly The New Dash Dimension. It will use BDCFF natively. That engine will be GPL'd once the final version is released.
Also, there will be a converter either standalone or within the level editor, which will also have export capabilities.
Without any promises made about the supported formats, I posted this table of possible conversions in the BD forum some time ago:

Code: Select all

   from BD1 BD2 PLCK 1stB CrDr CLCK DAS BRC BDCFF
to BD1       /%  -    -    /%   -    /%  -   /%
to BD2   +       -    -    /%   -    /%  -   /%
to PLCK  *   *        /    /    /    /   /*  /*
to 1stB  *   *   +         /    /    /   /*  /*
to CrDr  *   *   -    -         -    /%  -   /%*
to CLCK  *   *   +    /    /         /   /*  /*
to DAS   *   *   +    /    /    /        /*  /*
to BRC   +   +   +    /    /    /    /       /
to BDCFF !   !   !    !    /    !    !   !
- not supported as this is impossible.
! fully supported by the BDCFF extension for Crazy Dream PC (which should be compatible to current BDCFF tools)
+ fully supported, though there may be occasional behavior discrepancies. Consult the Dash-FAQ for differences in the various engine versions.
/ supported as long as the target engine supports the used features.
% the cave has to be constructed of drawing instructions supported by the target engine in order to be convertible.
* supported, except for the level feature

PLCK will support Diego effects.
BD1 can have Growing Wall and Slime, but requires an extended engine version for that.
BD2 can have maps and PLCK formatted content, but requires Rockford's extension for that.
I might have support for more clones like Boulder Rush, if there is a need for it and I can find out the actual data structures.

There is no plan to release the The New Dash Dimension source code.

Posted: Thu Dec 20, 2007 11:34 am
by HerzAusGold
It will use BDCFF natively. That engine will be GPL'd once the final version is released.
This are sound good...