# ChaoticGrill (BurgerTime remake) in progress

236 replies to this topic

### #226 Kurt_WolochONLINE

Kurt_Woloch

Stargunner

• 1,544 posts

Posted Sun Jan 13, 2019 9:09 AM

OK... as they say, a picture says more than thousand words, so I just sketched up a diagram of the possibilities which may occur...

The first up arrow gives the direction the enemy comes from, black arrows give the following direction if it's not dependent from the player position.

In the right 3 pictures, the colored dots give possible player positions which give the new directions pointed to by the arrows in the same colors.

An asterisk says that the mirror of this case may occur and has to be accounted for as well.

To explain this, there are six possible patterns an enemy may encounter on an intersection...

1. Continuation... in tnis case, continue direction

2. Dead end... in this case, reverse direction

3. L piece... in this case, continue along the L (this may have to be mirrored to a left or right L)

4. T piece with possibility to continue along the same direction... here the direction depends on the player position, and this pattern has to be mirrored as well.

5. T piece leading left or right... here, again, the player position decides which way gets taken

6. Intersection with all ways open... here, again, the player position decides which way to go

All of those possibilities can occur relative to any of the 4 directions the enemy may come from.

In the pseudo code you've given, I think the "L" is not properly accounted for in all cases.

Let's take, for example, my 3rd drawing, and let's assume that the player is to the upper right of the enemy... in this case, your pseudocode does the following:

At intersection:

Current Direction LR?  CUD (No, it's up)

Current Direction UP?  CLR (-> CLR)

CLR:

Compare with player X (which actually should be irrelevant here because there's only one way to continue)

If Left, switch to left if possible, exit (no, player is right)

If Right, switch to right if possible, exit (not possible)

Check current direction, if can't move, use opposite direction. (this would take the opposite direction, not along the L)

Sorry for critizising you...

Edited by Kurt_Woloch, Sun Jan 13, 2019 11:24 AM.

### #227 splendidnutOFFLINE

splendidnut

Chopper Commander

• Topic Starter
• 144 posts
• Location:PA/NY Border

Posted Sun Jan 13, 2019 12:15 PM

OK... as they say, a picture says more than thousand words, so I just sketched up a diagram of the possibilities which may occur...

The first up arrow gives the direction the enemy comes from, black arrows give the following direction if it's not dependent from the player position.

In the right 3 pictures, the colored dots give possible player positions which give the new directions pointed to by the arrows in the same colors.

An asterisk says that the mirror of this case may occur and has to be accounted for as well.

To explain this, there are six possible patterns an enemy may encounter on an intersection...

1. Continuation... in tnis case, continue direction

2. Dead end... in this case, reverse direction

3. L piece... in this case, continue along the L (this may have to be mirrored to a left or right L)

4. T piece with possibility to continue along the same direction... here the direction depends on the player position, and this pattern has to be mirrored as well.

5. T piece leading left or right... here, again, the player position decides which way gets taken

6. Intersection with all ways open... here, again, the player position decides which way to go

All of those possibilities can occur relative to any of the 4 directions the enemy may come from.

In the pseudo code you've given, I think the "L" is not properly accounted for in all cases.

Let's take, for example, my 3rd drawing, and let's assume that the player is to the upper right of the enemy... in this case, your pseudocode does the following:

At intersection:

Current Direction LR?  CUD (No, it's up)

Current Direction UP?  CLR (-> CLR)

CLR:

Compare with player X (which actually should be irrelevant here because there's only one way to continue)

If Left, switch to left if possible, exit (no, player is right)

If Right, switch to right if possible, exit (not possible)

Check current direction, if can't move, use opposite direction. (this would take the opposite direction, not along the L)

Sorry for critizising you...

Ahhh, that explains it

So it looks like I should be able to use my pseudo code to handle cases 4, 5, and 6 well, but I should probably check for cases 1, 2, and 3 and handle them separately since they each only have one outcome based on the incoming direction.

### #228 Kurt_WolochONLINE

Kurt_Woloch

Stargunner

• 1,544 posts

Posted Sun Jan 13, 2019 2:32 PM

By the way, I created some pseudocode as well in order to see how huge it would really get...

If I didn't make any mistake, the code for the enemy incoming in the "up" direction would be the following:

```   if ladder_up and not ladder_left and not ladder_right then move up

```

Since this duplicates many checks, this could be folded into:

```If ladder_up then
if player_left then
move left
else
move up
else
move right
end if
else
move up
end if
end if
else
if player_right then
move right
else
move up
end if
else
move up
end if
end if
else
if player_left then
move left
else
move right
end if
else
move left
end if
else
move right
else
move down
end if
end if
end if
```

In this code ladder_xx means there's a ladder or platform in that direction leading from the intersection and player_xx means the player is in that direction seen from the enemy.

This pseudocode is in VB style... in C style it would look a bit differently.

:-)

Edited by Kurt_Woloch, Sun Jan 13, 2019 2:36 PM.

### #229 splendidnutOFFLINE

splendidnut

Chopper Commander

• Topic Starter
• 144 posts
• Location:PA/NY Border

Posted Sun Jan 20, 2019 11:55 AM

Thanks to Kurt Woloch (as seen in previous posts), I believe all the enemy movement issues have been eliminated.

Enjoy.

### #230 NostAlgae37OFFLINE

NostAlgae37

Chopper Commander

• 113 posts

Posted Sun Jan 20, 2019 2:00 PM

Thanks to Kurt Woloch (as seen in previous posts), I believe all the enemy movement issues have been eliminated.

Enjoy.

I just played this and on stage 3 the enemies walk upwards on invisible ladders in the center of the screen until they either disappear completely at the top (never to return) or emerge at the bottom of the screen (and keep cycling in that fashion), so it appears that there are still bugs to be ironed out.

### #231 Kurt_WolochONLINE

Kurt_Woloch

Stargunner

• 1,544 posts

Posted Sun Jan 20, 2019 2:11 PM

I just played this and on stage 3 the enemies walk upwards on invisible ladders in the center of the screen until they either disappear completely at the top (never to return) or emerge at the bottom of the screen (and keep cycling in that fashion), so it appears that there are still bugs to be ironed out.

Yes, this happens to me as well. In addition to that, I've sometimes seen the enemies turn around on the spot (on a three-way intersection) which they are only supposed to do on a dead-end, and I've also seen them leaving the platform for a ladder even though I was on the same platform in front of them, or leaving a ladder for a platform even though I was on the same ladder. But with platforms, they do this in the arcade version as well sometimes, so this may not be such a big mistake.

### #232 hizzyOFFLINE

hizzy

Dragonstomper

• 950 posts
• Location:Montreal, QC

Posted Sun Jan 20, 2019 4:22 PM

This is really a great version!!! Thank you for your hard work

### #233 TrekMDOFFLINE

TrekMD

River Patroller

• 3,897 posts
• Location:Coral Gables, FL

Posted Sun Jan 20, 2019 5:32 PM

I've experienced the same glitch but, otherwise, this plays great!  It si one awesome port of the game.

### #234 iespostaOFFLINE

iesposta

River Patroller

• 3,881 posts
• Retro-gaming w/my VCS
• Location:Pennsylvania

Posted Sun Jan 27, 2019 1:49 AM

“Burger Diner”
All our chefs make are burgers.
So popular, they say they dream of making burgers!

Self-serve soda, ice cream, pepper, etc.
New this year! Self serve instant fries made the way you choose - always hot (also includes salt & pepper packets).

### #235 splendidnutOFFLINE

splendidnut

Chopper Commander

• Topic Starter
• 144 posts
• Location:PA/NY Border

Posted Sun Feb 17, 2019 3:35 PM

It's been awhile, (been busy/taking a break).. so I'll give an update:

• Fixed most/all of the occurances of the enemies walking of the screen (bad layout data)
• New SCOREBOARD... 96pixels wide... flickering at 30hz.
• New scoreboard font.. thanks to NostAlgae37
• Fixed issue when pepper button is held down during gameplay.... you won't accidentally use all your peppers now.
• Improved enemy/burger collision detection so that they should no longer get squashed instead of riding the burger.
• Fixed positions of bonus items.

I've almost got the new flicker management done... there are still some issues (especially when items are displayed) that need to be worked out, so it's not enabled.

Enjoy.

### #236 hizzyOFFLINE

hizzy

Dragonstomper

• 950 posts
• Location:Montreal, QC

Posted Sun Feb 17, 2019 5:52 PM

AMAZING!!!!!

### #237 Kurt_WolochONLINE

Kurt_Woloch

Stargunner

• 1,544 posts

Posted Yesterday, 1:53 PM

Thank you for posting this new version! The enemy movement code looks better now, and that scoring panel on top looks good as well, but there's still a few things that occured to me...

If you're on a ladder, and enemies are on the same ladder as you and come to an interception, they usually don't continue to follow you, but turn left instead (that's the absolute left side of the screen, not relative to their movement), whereas in the arcade they would continue to follow you.

If you let enemies ride down on a burger part, in the arcade version they get a badge showing the scoring (I think it uses one of the enemies' sprites for that because that enemy disappears while the badge displays). Your version doesn't do this. Also, I'm not sure how many layers get added for each additional enemy riding the burger part. Could it be it's the same number of levels a burger part falls whether there's one or multiple enemies on it?

The game looks pretty easy and stays that way, I think the arcade version is a bit harder. You could make it harder in progressive rounds by speeding up the enemies once you've cleared all the patterns once.

It's been awhile, (been busy/taking a break).. so I'll give an update:

• Fixed most/all of the occurances of the enemies walking of the screen (bad layout data)
• New SCOREBOARD... 96pixels wide... flickering at 30hz.
• New scoreboard font.. thanks to NostAlgae37
• Fixed issue when pepper button is held down during gameplay.... you won't accidentally use all your peppers now.
• Improved enemy/burger collision detection so that they should no longer get squashed instead of riding the burger.
• Fixed positions of bonus items.

I've almost got the new flicker management done... there are still some issues (especially when items are displayed) that need to be worked out, so it's not enabled.

Enjoy.

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