DX Boulderdash Help
Under construction

Some notes on new or experimental functions:

Sound

Sound is supported via Direct-Sound. DX-Boulder checks for the presence of a sound card, however if this sound card doesn't support Direct Sound (but almost all do), DX-Boulder will crash :-( . Start DX-Boulder with the parameter "nosound" to disable sound (you only have to do this once) or delete the "opt.bdi" file.
(P.S. I know this isn't very clean .... Sound will be recontructed soon ...)

You can disable the sound in the options menu.

For background music: there's an internal module player implemented.
Just drop your favorite music module in the DX-Boulder directory
If you place more modules in the DX-Boulder directory, a random one will be selected.

 

Joystick

Joysticks are supported (I think, but people keep telling me otherwise, so I'll reimplemented as soon as I get a joystick), but I've only tested it an an old Analogue one. If you find that the joystick-signal interferes with the normal keyboard input (for example: your player always goes to the left), you can disable it in the options menu.

For the ultimate nostalgica: Here you can find some information on how to build an adapter to use an Amiga / C 64 / Atari joystick (with a 9 pins connection) on your PC (a 15 pins connection). It's very easy to build, very cheap and it works great !!! Also for all those Amiga and C64 emulators ....

 

DirectX windows mode

From version 0.40, DX-Boulder can also be run in a WINDOW (in contrary to full screen). You'll find the switch in the options menu.

However, this is slower than full screen (inevitably).

Also, on an 256 color display, the initialisation is VERY slow, due too all the palette match operations.
(and I mean VERY slow).
Well,... that's next on my list to fix ....

For some reason, the "game paused" image is not displayed when the game is in pause mode.

 

General

The Scrolling routine of the 16x16 sprites may cause the game to slow down or speed up, depending on the amount of moving objects, the amount of empty space and the speed of your computer. The big spritesets don't have this behaviour. (They use another drawing routine)

 

If you come up with ideas you want to see implemented in a boulderdash game, or in a Universal Platform game, I am very interested in your thoughts. (really J )

Also I have disabled some experimental functions:

  • Backdrop layers have been disabled (except for the MagicP spriteset)
  • Transparent drawing has been disabled (except for the MagicP spriteset)
  • Some Option Menu items are disabled

Note that I didn't create most of the levels suplied. Credits can be found in LevelCredits.txt.

I haven't tested all the levels myself yet, so it could be possible that some levels can't be completed because of bugs. (probably so)

Please mail me if you find any problems.

Thanks for all the bugreports! It's greatly apreciated.