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Boulder Remake
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Arno
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Joined: 17 Mar 2007
Posts: 1672
Location: netherlands

PostPosted: Sat Jul 07, 2007 7:27 pm    Post subject: Boulder Remake Reply with quote

My personal favourite remake from BD is Marcin Liwak's Boulder Remake. Very Happy

A special feature of this remake is that the movement of the characters is smooth (unlike the C64 and Atari versions). Still, the game is very accurate w.r.t. the physical rules.

There is also a nice editor, and a converter to make BR games out of C64 Boulder Dash games (via the memory snapshot). Thanks to this feature many C64 BD games can be played within Boulder Remake!

The latest version can be downloaded from Odo's Fansite.

Some in-game screenshots:





BTW - Boulder Remake can also be played with the original C64 graphics and fonts! Several fans have created (and coloured) an Original Graphics set; my own version can be downloaded here. Very Happy

Note that I included a "NoFlash" version, as for some people the rainbow-effect in the diamonds cause pain in the eyes! Shocked

Below are some screenshots of these graphics:





Any opinions about this remake?
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Last edited by Arno on Tue Jul 10, 2007 7:53 am; edited 2 times in total
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RTADash
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Joined: 26 May 2007
Posts: 414
Location: USA (in Ohio)

PostPosted: Sun Jul 08, 2007 2:15 am    Post subject: Reply with quote

@Arno, I'm going to send you an email with the Boulder Remake versions of RTAD1-5. Wink

This is my favorite remake, also! Very Happy It's great how the smooth movement doesn't interfere with the accuracy of the game engine.

There are two tiles (or elements, whatever) that still need to be added, however Shocked :
1. The hidden exit
2. The destructible titanium wall

There are also a few bugs in the original engine that aren't replicated quite right:
1. The Magic-wall-converting-amoeba trick doesn't seem to work all the time even when all conditions are met. (The option being unchecked, the two time values being the same, and the amoeba being below the M-Wall)
2. The multiple Rockfords are now perfectly synchronized. This wasn't the case in the original engine and at least one cave (RTAD5 int4) requires this bug to merge the 3 partial lines of rockfords into 2 complete lines.

Despite these things, this remake is still the most impressive of them, in my opinion.

[EDIT] I just came across two more [minor] things:
1. The "cave delay" setting is missing. This is especially important for being able to finish some intermissions in time.
2. The magic wall graphic doesn't quite return to a normal wall when it's done working.

[EDIT2] 2 more things, one is quite important
1. (As of version 2.0) The timing of the inbox is a split second too fast which probably makes many caves unsolvable. BD2 cave E/1 is "broken" if you convert BD2 fresh from a memory dump. The cave does work, though, in the crap BD2 version supplied with the game, where there are many mistakes.
2. Time is not supposed to pass while you warp to the other side of the screen.
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odo
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Joined: 09 Jul 2007
Posts: 14

PostPosted: Sun Jul 15, 2007 1:54 pm    Post subject: Reply with quote

HI Arno
i`m updating the site .You gfx will be in the retro pack I don`t want First star problems Smile
BTW i converted 158 new games.
Cheers
Odo
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odo
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Joined: 09 Jul 2007
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PostPosted: Sun Jul 15, 2007 6:10 pm    Post subject: Reply with quote

Site is updated Smile Hope every thing is ok
Cheers
Odo
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Arno
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Joined: 17 Mar 2007
Posts: 1672
Location: netherlands

PostPosted: Sun Jul 15, 2007 6:39 pm    Post subject: Reply with quote

Nice work! Thumbs up
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odo
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Joined: 09 Jul 2007
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PostPosted: Sun Jul 15, 2007 10:05 pm    Post subject: Reply with quote

Thanks
Smile
I`ll fix the problems tomorrow
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RTADash
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Joined: 26 May 2007
Posts: 414
Location: USA (in Ohio)

PostPosted: Sun Jul 15, 2007 11:18 pm    Post subject: Reply with quote

Just beware that some of the intermissions in those are unsolvable, or luck-reliant in the .brc format. That is, until Marcin or someone else implements the cave delay feature into BR.

odo wrote:
I`ll fix the problems tomorrow

The engine problems? If so, that's great! Very Happy I heard that Marcin wasn't willing to fix his own mistakes. Mad
Also, the rockford doll shouldn't kill you if it's caught in an explosion, but only if an enemy touches it. This is especially important in AD11-int3, where you have to blow one up.
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odo
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PostPosted: Mon Jul 16, 2007 12:58 pm    Post subject: Reply with quote

Hi RTA
I mean i made some errors with the site update Smile
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RTADash
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PostPosted: Mon Jul 16, 2007 7:58 pm    Post subject: Reply with quote

Alright Crying or Very sad .
Marcin really needs to give someone else the 2.1 source code, to take care of these things!
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RTADash
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PostPosted: Thu Jul 19, 2007 12:52 am    Post subject: Reply with quote

I'm working on a Spanish translation for the game. My grammar isn't overly great, but this is mostly just words and phrases and, therefore, is relatively easy. Yawn
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spekacek
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Joined: 21 Jan 2008
Posts: 6

PostPosted: Thu Jan 31, 2008 10:33 pm    Post subject: Reply with quote

this is really really cool remake! i had a lot of fun playing bd1 levels!
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odo
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Joined: 09 Jul 2007
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PostPosted: Fri Mar 14, 2008 8:38 pm    Post subject: Reply with quote

Hi all
If some one made a few levels just email me at odosynths@yahoo.com.
The site also needs to be updated.
Cheers
Odo/Marc Smile
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Dustin
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Joined: 23 Sep 2007
Posts: 334
Location: Erlangen, Germany

PostPosted: Sat Aug 30, 2008 2:41 am    Post subject: Reply with quote

Hi,
what would interest me is how exactly to convert C64 games into .brc format?
And, sth else: Why aren't the bremake versions of BD1(&2) exactly the same as in original= For example, many amoeba times are changed, and in some cases even elements were added or removed. (at the version I've downloaded from Odo's site)
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Volutar
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Joined: 25 Mar 2009
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Location: Nizhnevartovsk, Russia

PostPosted: Sun Apr 05, 2009 2:21 pm    Post subject: Reply with quote

I've noticed some 'buggy' diamonds behaviour in cave processing algorithm (concerning falling state).
When picking diamonds on right side, they are picked each 3rd frame (as in original classic BD). But when picking them on left side - speed is one diamond per 2 frames - WHAT'S NOT RIGHT.

By the way this issue can easely be the reason of Rockford death, when he's turning from right to left (two rows of diamonds, Rockford starts from down-left, going right, and immidiatly left). Turning from left to right is safe, though.

I've noticed this issue because I'm making my own "smooth" remake and faced to the same effect, so I decided to check other remakes too.
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subotai
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Joined: 25 Jan 2009
Posts: 251

PostPosted: Sat Jul 04, 2009 9:04 am    Post subject: Reply with quote

Volutar wrote:

When picking diamonds on right side, they are picked each 3rd frame (as in original classic BD). But when picking them on left side - speed is one diamond per 2 frames - WHAT'S NOT RIGHT.

I don't understand, how you calculate the frames. But in my opinion, it works as it should.

In Boulder Remake, the movements of Rockford take place during the scan routines (which is the best solution in my opinion). Falling diamonds cannot be collected.

In P.B.'s documentation you can read the following:
Quote:

Rockford is able to collect diamonds while they are falling. In particular, it is useful to hold down the fire button and collect diamonds as they fall past.

I think this doesn't work in the original games.

When a diamond falls to the left side of Rockford, the diamond will change its state in the next scan from falling to stationary before the movement of Rockford is performed. Rockford can therefore collect the diamond during the same scan routine.

When a diamond falls to the right side of Rockford, the diamond will change its state in the next scan from falling to stationary after the movement of Rockford is performed. So Rockford can't move to the right during the same scan, because the state of the diamond is still falling. Rockford has to the wait till the next scan routine.

That's the reason, why Rockford will be hit by the falling diamond in your example.
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