
BTW - 2 things: How in the world did you make things move at the start of a level and how did you make these levels?:shock:
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this is implemented in my real emerald mine engine for a long time now:Holger wrote:The current implementation of the native EM/EMC game engine does not support wrap-around. A future implementation will support this feature.
There are currently no plans to fix this problem any time soon.
I think Holger is busy with his son and other preoccupations right now.dave wrote:how long does it take?
heh "partially"RTADash wrote:As I see it, he could have easily just left all the emerald mine levels partially broken under the RnD engine
like he is saying about upgrading the engine?and said "Tough luck",
going to the trouble of doing something you already said you would do? and what of the mysterious boulderdash and supaplex engines?but he personally chose to go to the trouble of adding a second engine into the game,
you mean cut&paste my software? not much in that. where would this point be if i hadnt written it in the first place? credit where it's due.to make all of those external levels function ~99% as intended. I'd be grateful for what he's managed to do up to this point.
A 2 (3?) year old child is hard work for anyone if they're doing a good job. (And I just know that Holger is.)dave wrote:like he is saying about upgrading the engine?
They'd be nice too, but I imagine that every throwback engine takes not only a long time to get to a point where it's usable, but then to also fine-tune it over the course of many updates.dave wrote:going to the trouble of doing something you already said you would do? and what of the mysterious boulderdash and supaplex engines?
I'm not denying that you wrote an engine, but did you rewrite the EM engine entirely, or just extend the engine by Klaus Heinz and Volker Wertich? (not trying to be offensive here, I'm just wish to learn more about who did what) Is it in the same or a similar programming language to RnD?dave wrote:you mean cut&paste my software? not much in that. where would this point be if i hadnt written it in the first place? credit where it's due.
Do you mean the RnD engine or the current EM engine? They are two different engines, with different timing and rules.dave wrote:ps. it would be interesting to know how many emerald mine caves are actually possible with the rnd engine, to find out just how "partially" broken it is.
this doesnt accurately represent the real amount of work in writing Emerald Mine for X11.Holger wrote:As David's EMC game engine is wrtten in C just like R'n'D, it was relatively easy to get it running in R'n'D (by using "cut & paste", if you want). This "get it running" means that the new code was started somewhere from within R'n'D and then painted it's output into the R'n'D window. This was the point where _integrating_ the new engine into R'n'D just started (somewhat similar to a heart transplantation, where the real work also starts _after_ the "cut & paste" of the heart ;-) ).
A lot of big and small things had to be done for a seamless integration, like changing the graphics engine to be able to use the R'n'D artwork customization scheme (use the new engine with custom R'n'D artwork, but also vice versa by letting the R'n'D engine use artwork defined for the EMC sets the other way round); adding internal level format conversion code (to be able to play R'n'D levels with only EM/EMC game elements with the native EM/EMC engine, and to be able to play native EM/EMC levels with the R'n'D game engine); adding game snapshot code to quickly save and load the game state within the game; writing converters to import not only the over 50.000 levels of the EMC collection, but also the level set specific graphics, sounds, title screens and Amiga boot shell messages to provide a nostalgic EMC experience as complete as possible.
i played diamond caves when it first came out, (when i still had my amiga :-) and it is not a perfect clone. iirc you could collect emeralds and diamonds as they fell, which is a fatal flaw in any emulation of emerald mine. also i found explosions in dc to be wrong. perhaps its fixed in new versions?(like in Diamond Caves, which is not only a perfect Emerald Mine clone, but a superset of it with many new elements (but not compatible with the Emerald Mine Club engine)).
see how hard it is? and it sounds like most of the work was already done for you. someone else has dissassembled it, and written it in visual basic, and debugged it, and made sure it's (as you say) 100% compatible. (i am skeptical of this. you have very different programming langauges and runtime environments. if the original code relys on such things you will have a hard time emulating it. for example in emerald mine to be 100% compatible would require the amiga ROM because it is used for random numbers. another problem is code that examines uninitialized memory (see level 80, in both ruppelmine 4 & 5).While the native BoulderDash game engine is still on hold (because I cannot do them all at the same time :-) ), the native Supaplex engine is close to being completed. It was a bit more complex than the EMC engine, and took several years to do the conversion of the engine code alone (not working all of the time on it, of course :-) ).
Contrary to the EMC engine, which was written in C just like R'n'D, the Supaplex engine code is based on Frank Schindler's Supaplex clone "Megaplex", which was written in Visual Basic, and was based on Assembler code created by disassembling the original game executable (the same disassembly that was used to generate Herman Perk's "SpeedFix" version of Supaplex, that made it possible to play it on modern PC hardware). To transform this large amount of Visual Basic code to C without getting crazy over manual code conversion, I wrote a Perl script that automatically translated the Visual Basic code to C until it was (more or less) compilable. Then I had the foundation on which I could start to integrate it into R'n'D as the second native game engine (with all the integration details and fine-tuning work described above and correctly assumed by RTADash). This second native game engine is indeed 100% compatible with the original game engine, because the relevant game engine logic is 100% identical to the original engine!
going back a long time...Holger wrote:So "Emerald Mine for X11" is also based on a disassembly of the original Kingsoft engine code? I assumed this, but wasn't sure.
yet you, and others, continue to say its 'partially' compatible with emerald mine.Holger wrote:Regarding the R'n'D game engine not being able to play many of the classic EM/EMC levels, it is important to know that it wasn't intended to be a highly compatible EM/EMC game clone in the first place ...
All of the levels that can be played with just a single player [0-81] are solvable. Haven't tried the ones that require multiplayer mode; 82-end. (Only one of me at the computerdave wrote:has anyone verified the 'classic original games/emerald mine' that comes with rocksndiamonds are all solvable?
Could range from .00000000001% to 99.9999999% and still truthfully be considered partialdave wrote:yet you, and others, continue to say its 'partially' compatible with emerald mine. exactly how much is that?
did you personally solve them all? how long did it take?RTADash wrote:All of the levels that can be played with just a single player [0-81] are solvable.dave wrote:has anyone verified the 'classic original games/emerald mine' that comes with rocksndiamonds are all solvable?
how do you know that?RTADash wrote:However with the new implementation of player-focus-switching into the RnD engine, I'd say that they'd all likely be solvable now, too.
what is the range for 'many' ?RTADash wrote:Could range from .00000000001% to 99.9999999% and still truthfully be considered partialdave wrote:yet you, and others, continue to say its 'partially' compatible with emerald mine. exactly how much is that?Holger wrote:Regarding the R'n'D game engine not being able to play many of the classic EM/EMC levels ...
so not even 100% for 3 level sets (original emerald mine, original boulderdash, and original supaplex) out of ~600 sets? hmm thats still only 0.5%RTADash wrote:[somewhat off-topic] On a side note, I feel the need to mention that 99/100 of the original Boulder Dash levels and 110/111 of the original Supaplex levels are also solvable under the RnD engine. Not too shabby, given the RnD engine isn't nearly identical to any of these, behavior-wise. :)
i have gone ahead and hilited the relevant parts of my original message.RTADash wrote:Do you mean the RnD engine or the current EM engine?dave wrote:ps. it would be interesting to know how many emerald mine caves are actually possible with the rnd engine, to find out just how "partially" broken it is.