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- Welcome to DX-boulder
- written by Stefan Verheyen
-
- Please visit the DX-boulderdash homepage at http://bewoner.dma.be/Boulder/ for:
-
- - the latest release of DX-Boulderdash
- - extra levels
- - extra spritesets (under construction)
- - the module player to add music to DX-Boulderdash
- - more info
-
-
- This is a Beta release, it contains still several small bugs and a lot will change
- in the future.
- It's not unthinkable DX-Boulder might crash from time to time.
-
- The Sesame spriteset is still very incomplete, please use it only with the ABD.Levels
-
-
-
- Game controls:
-
- Navigate thru the menu using your mouse, joystick or arrow keys and enter.
-
- 'p' to unpause the game
-
- Arrow keys: control character .
- Control + arrow Keys: 'Grab' an object .
- Keep Control pressed a short time for placing a Dynamite (When you have one)
- (or use your joystick)
-
- 'Esc' to return to the menu.
- 'q' for restarting the level.
-
-
- If you want to skip levels, enter your name as 'Steffest' and you will be able to
- select all levels.
-
-
-
- Thanks for testplaying !
-
- All Bug-reports are more than welcome !!
- if you send in a Bug-report, please specify your exact system setup.
-
- - What CPU you have
- - What version of windows you are running (+Service Packs)
- - What's your DirectX version
- - What's the amount of memory on your graphics card
- - What's the refreshrate of your monitor.
-
-
-
- Send all comments and ideas to Steffest@mail.dma.be
-
- Thanks in advance.
-
-
-
- History
-
-
- V. 0.40
- Added joystick support.
- Re-added sound support (now with sound-card detection)
- If a sound card doesn't support DirectSound,it's not disabled automatically, though.
- fixed quicksand bug, Magicwall bug (oops), CoX and CoY bug.
- Started adding missing Boulderoid objects: added Expending Walls (Horizontal, vertical
- and both directions)
- Added independant Menu and Game screen resolutions.
- (super low game resolution of 320x240 is now supported: for slow computers, or for people
- looking for a better Amiga 500 look :-) )
- Also you don't have to restart the game anymore to switch resolutions: it's done on the fly.
- Added "moves" counter
- Added DirectX window-mode! Well, it's still experimental and a bit unstable, especially
- when switching to/from full screen.
- Fixed Amoeba bug
-
- V. 0.39
- Added some more errorchecking (Dx-Boulder shouldn't crash anymore at initialising, even
- when all data files are missing)
- Added support for different screen resolutions
- Added speed-option
- Added Keyboard control for frontend and menu (some details still missing).
- Finally catched up with the MagicP spriteset: all objects are now (more or less) present.
- Changed game keys: Press 'Esc' for return to menu
- Press 'q' to restart the level. If the level was completed,it will
- also return to the menu.
- Fixed little Yamcontent-bug.
-
- V. 0.38
- Fixed Time Score. (now fully BD4 compatible)
- Fixed Game.rec error checking (a bit): You can now play back BD4 recorded
- game files, but since the engines are still not quite compatible, your
- game probably wont replay the same.
- Replay routine rewritten. (who said Ascii files were easier then Binary ??)
- Fixed diamond collect bug: when you grabbed a diamond and took the empty
- space right after, you got double score. (also for Keys-Dynamite-emerald)
- Fixed Scroll Bug: Scrolling was not automatically reset after a game (Oops).
- The levels are all shifted down 1: so the first level is level 0 instead of 1.
- Added Recording and playback file select Dialog.
- Ha! The Drand48 is functioning !! : very good news !
- chain reactions are not right yet ....
- Changed Yam code (to BD4 routine)
- Added SpriteSet and LevelMap File Requesters. (very basic)
- Found a little inconsistancy in the Rock Fall routine (not the last one I should think)
- (under investigation and under construction)
- Fixed some display bugs.
- Hiscore and Playerlist are now saved encrypted.
-
- V. 0.37 release 2
-
- (It is not called V0.38 because I haven't fixed any bugs yet)
- Added missing Supaplex objects :
- Snik Snaks, Electrons, Utility Disks, SupaBomb, Traps, Gravity Ports.
- Changed random-number routines (Finally found Drand48, but not fully functioning yet).
- The animation-frame file format needs changing :
- 2 bytes a frame + an editor frame needs to be included.
- Added Level-names in the level format, but they don't show yet.
- (set to default: "Level X")
-
-
- V. 0.37
- First Beta release (only the player, not the editor)
-
- changed Bug and Ship Code (now different codes for different directions: Needed frame-room
- for turn animations).
- Yams eat Blue Diamonds now
- Keys and dynamite made zappable.
- Game.rec checking seems broken hmm... : don't delete this file !!!
- (also don't delete opt.bdi)
- Disabled some problem causing routines: Backdrop, Transparancy, sound.
-
- V. 0.36
- redesigned Frontend
-
- Added Acid (splashes when something falls into Acid yet to do)
- Added different start directions for Bugs, ships and Yams (Finally) (Yams under construction)
- Added Gray doors (Finally)
- Added different players
- Basic navigation in Highscore and Player tables
- Added some Error Checking (mostly for file integrity, but still very limited)
- Changed the recordingfile format: it was necesary to include the full Levelmap name,
- So: it's no longer BD4 compatible (I should fix that)
-
-
- Started decoding Diamond caves compressed levelformat : see DC-Format.txt
- Maybe I should put the level conversion routines in the game itself instead of only in the
- Level Editor.
-
-
-
- V.0.35
- OK: Have to rewrite the game a lot for Wil's BD4 compatiblilty: the goal is to achieve a
- 100 % compatibility so you can exchange and playback recorded games. Also the score should
- be compatible. Things Changed:
- - Objects reacts faster when falling down. This is much better: better feel and better action
- - Falling objects tumble different
- - Bombs retimed: actually now I have to have another supaplex-style bomb ...
- Animation map is extended (Level format should also be extended ...)
- Added some things of Emerald mines/Bd4: Robots (aliens)
- Quicksand
- Keys and doors
- Added record and playback of games.
- Added HighScore Tables
-
- the palette handling of DGC-image library editor is horrible: Started to write a Sprite-editor.
- current features: - DGC Image library compatible
- - can import BMP and IFF (not limited to 256 colors)
- - simple edit functions (under contruction)
- - can import Sprite Maps (under contruction)
- - Palette rearange functions (under construction) (very important)
-
-
- V.0.34
-
- Got a pretty good working Boulderdash and Supaplex Game now:
- Still some miner tweaks (see to do).
- Gravity option in Supaplex can be expanded even further to form an entire
- platform game (Magic Pockets Spriteset)
- But this requires some major adjustments in the program structure:
- An option is needed to control the main charactar either tile-based
- (like Boulderdash) or not (platform games like Donkey Kong etc etc etc).
- Very interesting Idea !! (but actually hard to implement: extra collision detection)
- But indeed: the levelformat has to be adjusted: 256 different object codes are
- not enough: 2 bytes (65536 object codes) should be sufficient,
- but you would need a pretty fast computer to check them all (allthough a lot
- are dependable on settings like Gravity, tile based and a lot of 'Background'
- objects don't require checking).
- Peter Broadribb's proposal for a BDCFF is pretty good, it only lacks multiple layer
- support. (If I only could contact him ...)
- Also the Animation Map needs extension.
-
-
-
-
-
-
-
- Ideas
- - light sources (like torches): in 256 color mode this requires a small palette
- like 16 or 32 (Most bitmap brother games are in 16: Wauw !!) so you can draw
- a sprite in a ligther or darker palette. Before starting the game, each sprite has
- to be copied and remapped to a darker palette a few times.
-
- - Multiple layers would indeed be nice (and for true platform games necesary)
- (The background can be in high color I presume)
- Maybe some Amiga-like copper effects would be nice
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