This new minor release version contains the following changes that are mainly extensions and enhancements for the native Boulder Dash game engine:
added “Krissz Engine” support to the native Boulder Dash game engine
added support for infinite scrolling for native BD game engine
added support for caves without time for BD game engine
added support for playing music in level editor
added support for fast/slow speed keys also for fast forward tape mode
added showing initial title screens if graphics set has changed
added configurable menu screen texts
added setup options for sticky movement input for BD and EM game engines
added support for zigzag diagonal movement for BD and SP game engines
added using Shift key to toggle between normal and steel text input in editor
added using Shift+click to toggle between normal and steel text elements in editor
added Ctrl-Shift-z and Ctrl-y as key shortcut for “redo” operation in level editor
added support for cursor keys when drawing text elements in editor
added pasting from clipboard to text gadgets and to playfield (using Ctrl-v)
added copying/cutting from text gadgets to clipboard (using Ctrl-c/Ctrl-x)
added support to copy/paste using element names in level editor (using Ctrl-Alt-c)
added support for reading more cave formats from BD cave files
added new “Help” page for settings in level editor
fixed (not) rotating brush in editor if Ctrl-z pressed (used for “undo”)
fixed broken use of random cave colors if selected for BD levels
fixed various other bugs
For details regarding the new “Krissz Engine” support (and a collection of Krissz Engine style level sets ready to play), also visit the corresponding announcement in the Boulder Dash forum.
The new version is available from the download page!
Thank you very much Holger, and Merry Christmas everyone. The timing is very good as this strikes me as a release that is very full of goodies, like a well-stuffed christmas stocking!
BrownSky wrote: ↑Sat Dec 20, 2025 9:20 pm
Thank you very much Holger, and Merry Christmas everyone. The timing is very good as this strikes me as a release that is very full of goodies, like a well-stuffed christmas stocking!
Just out of curiosity, what kind of texts? I did at least peek into gfx.c and saw that stories can be displayed plus they have their own font "font.title_story" or something like that... And also some other text with a font "font.footer" that displays in the bottom with positions x: -1 and y: -8. Yeah, I peeked in very briefly, so I know nothing for now.
P.S.: Just checked again, and I see a whole bunch of fonts I hadn't seen before...
This Krissz stuff sounds very exciting. I looked through the pointed-to threads on bd-forum and was surprised to see that after all of Agetian's detailed development notes in late 2021, it just seemed to hard-stop! Likewise the github repository.
When you added compatibility into RnD, did you work with any of those parties (Agetian, author of BoulderCaves+; Irmen de Jong, author of BoulderCaves; Krissz, author / maintainer / ?? of boulderdash.krissz.hu)? Did you port Agetian's Python code into C, or write your own compatible implementation, or what?
(Also, for that matter, how did things get from Agetian's last comments about having ported what sounded like maybe a couple dozen Krissz levels into BDCFF format, to today having a link to '3252 levels in 25 level sets' stored on mega.nz ???)
Just out of curiosity, what kind of texts? I did at least peek into gfx.c and saw that stories can be displayed plus they have their own font "font.title_story" or something like that... And also some other text with a font "font.footer" that displays in the bottom with positions x: -1 and y: -8. Yeah, I peeked in very briefly, so I know nothing for now.
P.S.: Just checked again, and I see a whole bunch of fonts I hadn't seen before...
Something tells me some of them were already added earlier but I just missed them.
Well, most of the above are not new (at least "font.request_narrow" is really old and used for longer words that would not fit into the narrow door window otherwise). Others are new, like "font.tooltip", which is used for the tooltip text in the bottom left corner of the level editor to show playfield coordinates and element names. In any case, I always (try to) make sure that new font definitions are backwards compatible (using the "clone_from" attribute), so new graphics configurations can use it, but older will work as before.
No, what I meant are some like the following (as used in the new Krissz cave collection released yesterday):
filbo wrote: ↑Sun Dec 21, 2025 7:53 am
(And finally, it feels like 'added a whole new differently-compatible game engine' is way more than a '0.0.1' update, this ought to be 4.5.0.0
Indeed I thought about using version number 4.5.0.0 instead of 4.4.1.0, but in fact, it is not a new game engine at all, but just a few tweaks to the existing BD game engine. Both engines (GDash and Krissz engine) are nearly identical, there are only very subtle differences, which even don't make that big of a difference when playing those levels, but are essential when replaying tapes (of course). So, to get full compatibility, some details have to behave differently depending on the original engine that was used to play the level in the first place (and some details may even be required to play the level, if engine edge cases are used, as it is the case with the "Cave Scanning Order" level set).
That's why I decided that 4.4.1.0 would fit better than 4.5.0.0 here.
(More on your other two posts will follow soon -- too many things to do for christmas before... )