bd conversion
Moderators: Flumminator, Zomis
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- Posts: 366
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- Location: Germany
bd conversion
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?
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 !
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
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
VBS-BD isn't as good an engine as your flash version
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!


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!
- LogicDeLuxe
- Posts: 83
- Joined: Sun Jun 04, 2006 9:23 pm
- Contact:
Re: bd conversion
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.HerzAusGold wrote:What is the slime permibility exactly?
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- LogicDeLuxe
- Posts: 83
- Joined: Sun Jun 04, 2006 9:23 pm
- Contact:
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- Posts: 366
- Joined: Sun Sep 25, 2005 4:41 pm
- Location: Germany
...Holger is very occupied at the moment, he betrayed me that you are coding this ... maybe I can try it too... ask Holger...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.
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 !
- LogicDeLuxe
- Posts: 83
- Joined: Sun Jun 04, 2006 9:23 pm
- Contact:
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:- 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.
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 ! ! ! ! / ! ! !
! 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.
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- Posts: 366
- Joined: Sun Sep 25, 2005 4:41 pm
- Location: Germany