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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 11 Apr 2010 02:48:45 pm    Post subject:

(mods, i wasn't sure this is the correct forum, feel free to move it somewhere else)

more than a year after i started on this project, it is finally in releasable state.
it isn't finished, (why? various reasons, most important being a lack of interest) but very playable, it is only missing 2 important features:
you cant "die" yet. this means all the scissors are kind of useless.
there are "only" 13 levels, although i doubt anyone will finish all of then, they are pretty long. (for example, it took me 2 hours to finaly beat level 111 Evil or Very Mad )

full source (7.281 lines of code) is included, along whit a small guide to creating your own levels

<snip> please download the latest version on ticalc.org, 5 posts below
v0.1

[attachment=3160:supaplex42.gif]
(sorry for the horrible quality, but the .gif is already 1.4MB on lowest settings...)
edit: in-post .gif seems to be broken, just click it is you didnt exceed bandwidth limit yet..

Fixed for all future attachments. –Weregoose


Last edited by Guest on 24 Apr 2010 07:13:58 am; edited 1 time in total
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Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 18 Apr 2010 04:25:23 am    Post subject:

That is massive. Too bad it is not finished but with the source someone can fix that.
If I remember the compressor is quite good. It will give a nice tool to others.

Is there any hope of refreshed interest?
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 18 Apr 2010 05:56:34 am    Post subject:

yea, the compressor is quite good, i just released i dint release source, here it is.
edit: actualy, it IS in there /facepalm

<pastebin>

i wrote this less than 1 week after my "hello world in C", so the code is pretty suckey
but hey, it works Rolling Eyes but it will only accept 22*58 tilemaps, and compression ratio will probably suck when used on something else than supaplex level sets...


Last edited by Guest on 18 Apr 2010 05:59:19 am; edited 1 time in total
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Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 19 Apr 2010 03:35:23 am    Post subject:

The tile map specificness is quite limiting...

And I did not see the compressor algorithm but maybe if you allow changing magic bytes and such improve the compression on other data?
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 19 Apr 2010 10:20:39 pm    Post subject:

Way to go darkstone! I can it see now..."Supaplex: The most fun you'll have running with scissors!"
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darkstone knight


Advanced Member


Joined: 07 Sep 2008
Posts: 438

Posted: 20 Apr 2010 08:55:01 am    Post subject:

Galandros wrote:

The tile map specificness is quite limiting...

And I did not see the compressor algorithm but maybe if you allow changing magic bytes and such improve the compression on other data?

yes, quite easly Smile , however, it currently allows only 7 "common tiles" and 2x uncommon tiles, (16 in supaplex)
its noting more than lz77 whit an von-haufmann pass (lz77 is actualy a modified RLE)

anyway, ticalc link is up http://www.ticalc.org/archives/files/fileinfo/428/42807.html it already has 9 downloads Surprised
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