bd conversion

Discussion around programming R'n'D, its source code and its tools.

Moderators: Flumminator, Zomis

Post Reply
HerzAusGold
Posts: 362
Joined: Sun Sep 25, 2005 4:41 pm
Location: Germany

bd conversion

Post 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?
And the answer is ... 42 !
guest
Posts: 10
Joined: Fri Oct 26, 2007 4:43 pm

Post 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 :?
Steffest
Posts: 57
Joined: Thu Dec 06, 2007 9:27 pm
Location: Belgium
Contact:

Post 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
guest
Posts: 10
Joined: Fri Oct 26, 2007 4:43 pm

Post 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!
User avatar
LogicDeLuxe
Posts: 83
Joined: Sun Jun 04, 2006 9:23 pm
Contact:

Re: bd conversion

Post 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.
guest
Posts: 10
Joined: Fri Oct 26, 2007 4:43 pm

Post by guest »

Yeah, like what I said :roll:
HerzAusGold
Posts: 362
Joined: Sun Sep 25, 2005 4:41 pm
Location: Germany

Post 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.
And the answer is ... 42 !
User avatar
LogicDeLuxe
Posts: 83
Joined: Sun Jun 04, 2006 9:23 pm
Contact:

Post 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.
HerzAusGold
Posts: 362
Joined: Sun Sep 25, 2005 4:41 pm
Location: Germany

Post 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...
And the answer is ... 42 !
User avatar
LogicDeLuxe
Posts: 83
Joined: Sun Jun 04, 2006 9:23 pm
Contact:

Post 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.
HerzAusGold
Posts: 362
Joined: Sun Sep 25, 2005 4:41 pm
Location: Germany

Post by HerzAusGold »

It will use BDCFF natively. That engine will be GPL'd once the final version is released.
This are sound good...
And the answer is ... 42 !
Post Reply