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PalmOS3.5 port of RND: questions and answers

Posted: Mon Aug 23, 2004 10:51 am
by DiPal
In this thread we will speak about PalmOS3.5 port of Rocks'n'Diamonds.

1.
> P.S. Is it possible to rearrange all IMG_*_EDITOR in conf_gfx.h after standard elements i.e.
> IMG_CHAR_CURSOR? It will save some memory for Palm port (because
> NUM_IMAGE_FILES for palm port was set to (4*IMG_CHAR_CURSOR+4*3)/4).

Do you mean: Putting all IMG_*_EDITOR definitions after the standard element definitions, and not between them?

I think this should be possible, because they are only internal values. I have a little Perl script that automatically creates these definitions, so I could try to re-arrange these definitions accordingly.
Yes, I meant to put all IMG_*_EDITOR definitions after the standard element definitions, and not between them.

2.
I found 72 levelsets with 4187 levels for sokoban at http://www.sourcecode.se/sokoban/levels.php and wrote loading procedure for it. Should it be included in original RND?

Posted: Wed Aug 25, 2004 9:41 pm
by Holger
> I found 72 levelsets with 4187 levels for sokoban at
> http://www.sourcecode.se/sokoban/levels.php and wrote loading procedure for it. Should it be
> included in original RND?

Yes! This is something that I wanted to do since a long time -- support for loading "native" (text file) Sokoban levels and level sets! :-)

Posted: Thu Aug 26, 2004 2:17 am
by Yoshi348
I wasn't even aware there was a standardized file format for Sokoban, what with the 37 versions floating around...

Posted: Mon Sep 06, 2004 12:52 pm
by DiPal
Holger
See updated sources.
LoadLevelFromFileInfo_SK in files.c

Posted: Mon Sep 06, 2004 11:11 pm
by Holger
> See updated sources.
> LoadLevelFromFileInfo_SK in files.c

OK, so I've downloaded the following files
- RoNDi.zip
- RoNDi_srcs.zip
- RoNDi_converter.zip

The first two seem to be newer, while the third one seems to be the same as before.

Are there any other new files/archives?

What are the main changes? Just curious, I'll install it on my Palm anyway... :-)

Posted: Tue Sep 07, 2004 8:46 am
by DiPal
Holger
Are there any other new files/archives?
All archives are the same, but at sources I add Socoban2Parts, which split one levelset text sokoban file into separate level files.

What are the main changes?
Well, in level 24 of Supaplex (I was playing it a week ago) there was many inactive elements (gravity tubes) which I forgot to optimize.
Of course, I made sokoban levelsets and now I am playing in Boxxle1 (gameboy version of sokoban by Thinking Rabbit Inc). Oops, forgot to describe _param.txt for sokoban levels in converter:(
And main changes was made for messagebox system (now all messages with parameters looks like I want).

Now I am thinking on color port, but I need all tiles as 8-bit 16*16. I spent about 20 hours of receiving greyscale 16*16 tiles and I think it will be much difficult to make color 8-bit palm-palleted 16*16 tiles:(

Posted: Sun Jul 10, 2005 4:58 am
by Guest
DiPal wrote:Holger
Are there any other new files/archives?
All archives are the same, but at sources I add Socoban2Parts, which split one levelset text sokoban file into separate level files.

What are the main changes?
Well, in level 24 of Supaplex (I was playing it a week ago) there was many inactive elements (gravity tubes) which I forgot to optimize.
Of course, I made sokoban levelsets and now I am playing in Boxxle1 (gameboy version of sokoban by Thinking Rabbit Inc). Oops, forgot to describe _param.txt for sokoban levels in converter:(
And main changes was made for messagebox system (now all messages with parameters looks like I want).

Now I am thinking on color port, but I need all tiles as 8-bit 16*16. I spent about 20 hours of receiving greyscale 16*16 tiles and I think it will be much difficult to make color 8-bit palm-palleted 16*16 tiles:(