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Packing caves with the deluxepacker
Posted: Sat Apr 17, 2010 6:20 pm
by subotai
Hi!
This might be a silly question, but I have absolutely no idea, what to do. I have created some caves with the construction kit and saved them to disk. Now I'd like to create a game by using the deluxepacker 1.55. The files are stored in the directory of the vice-emulator and have got the extension *.p00 (for example testcav.p00). The problem is that the deluxepacker can't find these files when I try to load them. Can anybody help me? Thanks.
Posted: Sat Apr 17, 2010 7:42 pm
by LogicDeLuxe
I think, copying the caves into a disk image would be a good idea.
64copy might come in handy.
I recommend using a 1581 image. It has enough space to put your caves, all the tools you need, and the game to compress on it, so you don't even have to change disks while working on your game.
Posted: Sun Apr 18, 2010 12:10 pm
by subotai
Wow
Thanks, this is great (64Copy and your Deluxepacker). And your dlp155 is very easy to use. When I pack the game with the included packer, it asks the following questions:
"S"EI OR "C"LI?
SHALL THE DECRUNCHER SET 2D/2E?
What is this good for?
When I save diamonds in the lowest line, is it normal that I can collect the diamonds by digging from the line above but that I get stuck when I walk into it. That's because the last line isn't scanned, is it?
Thanks
Posted: Sun Apr 18, 2010 3:25 pm
by LogicDeLuxe
subotai wrote:When I pack the game with the included packer, it asks the following questions:
"S"EI OR "C"LI?
SHALL THE DECRUNCHER SET 2D/2E?
What is this good for?
It's meant for different software. Just select anything, it won't matter.
When I save diamonds in the lowest line, is it normal that I can collect the diamonds by digging from the line above but that I get stuck when I walk into it. That's because the last line isn't scanned, is it?
Exactly. The border can be best used for aesthetic reasons. Magic walls will work fine, though.
Posted: Sun May 23, 2010 6:16 pm
by subotai
I have got one more question about the cruncher. I hope, somebody can help me. Using the "Fast crueler v3" has the side effect that the border in vice gets "nice rainbow colors" while decrunching the finished game. Can I avoid this? I couldn't detect this side effect in other games. So I suspect that maybe something went wrong?
EDIT: Ok, works fine now. I just used another cruncher. But, if somebody has found a solution for the "Fast crueler", I'm still interested.
Thanks
Posted: Mon May 24, 2010 11:39 am
by LogicDeLuxe
All the various Boulder Dash are crunched with all the various different crunchers there are. Most of them have some effect to indicate that decrunching is in progress. This effect differs a lot between crunchers.
Since you're using emulators,
Exomizer is probably the most efficient cruncher (ie. small files while still pretty fast in decrunching, and various more highlights which aren't important in this case). It's a bit more complicated to use, though, as you have to export your file, crunch it on the command line and usually reimport the crunched file to a disk image.
Exomizer can decrunch completely silent too, if you like.
If you still like the Fastcrueler, the decruncher would be probably easy to hack to have a different effect or no effect at all.
I wonder though, why is the decrunch effect such a problem to you anyways?
Posted: Mon May 24, 2010 1:26 pm
by subotai
Thanks for your reply!
LogicDeLuxe wrote:I wonder though, why is the decrunch effect such a problem to you anyways?
Not really. I was just wondering, because I haven't seen this effect before. So it seems that other game creators just used other crunchers. I like the "Fast crueler", because it's very easy to use, and the compression ratio seems to be good. I will check out the Exomizer, if I can handle it

Posted: Thu May 27, 2010 3:15 pm
by subotai
Ok. Finally, it also depends on the source file (Maybe the offset of the start adress?). A game created with your Crli-Tools has not such a color effect as I described. Never mind, I'm lucky with the result.