+D Train Posted October 10, 2019 Share Posted October 10, 2019 On 10/6/2019 at 11:24 AM, Andrew Davie said: Every tradie* needs a faithful companion... The dog is going to run around the playfield barking at the blocks, right? ? Quote Link to comment Share on other sites More sharing options...
alex_79 Posted October 10, 2019 Share Posted October 10, 2019 8 hours ago, Andrew Davie said: Anyone who cares to enter a few of the 12-digit "results" here - I'll have a go at translating them and tell you what level, # moves and how long it took you to complete that level. Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 10, 2019 Author Share Posted October 10, 2019 4 hours ago, alex_79 said: Decoded seconds: 578 Decoded level: 20 Decoded moves: 33 4 hours ago, alex_79 said: BAD code. No idea how you got the screen though, unless you ran an earlier version. 4 hours ago, alex_79 said: Another BAD code. 4 hours ago, alex_79 said: Decoded seconds: 279 Decoded level: 34 Decoded moves: 53 Now I'm nervous I have a bug Quote Link to comment Share on other sites More sharing options...
alex_79 Posted October 10, 2019 Share Posted October 10, 2019 12 minutes ago, Andrew Davie said: Decoded seconds: 578 Decoded level: 20 Decoded moves: 33 Correct! 12 minutes ago, Andrew Davie said: BAD code. No idea how you got the screen though, unless you ran an earlier version. It's a fake screenshot: if you look at the second digit on line 2, it isn't aligned correctly 12 minutes ago, Andrew Davie said: Another BAD code. Uhm... Actually that should be level 34, 82 moves 12 minutes ago, Andrew Davie said: Decoded seconds: 279 Decoded level: 34 Decoded moves: 53 That code comes from pressing RESET on level 35. I noticed that currently the game displays a code also in that case and wondered if it would be a valid one or not... Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 10, 2019 Author Share Posted October 10, 2019 14 minutes ago, alex_79 said: Uhm... Actually that should be level 34, 82 moves I double-checked. Checksum is bad. 14 minutes ago, alex_79 said: That code comes from pressing RESET on level 35. I noticed that currently the game displays a code also in that case and wondered if it would be a valid one or not... I have left that reset/code display in for debugging purposes. The code shown should ALWAYS be valid. Quote Link to comment Share on other sites More sharing options...
devwebcl Posted October 10, 2019 Share Posted October 10, 2019 Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 11, 2019 Author Share Posted October 11, 2019 28 minutes ago, devwebcl said: BAD code. If that's supposed to be a valid one, I guess I better go back and check my algorithm! Quote Link to comment Share on other sites More sharing options...
devwebcl Posted October 11, 2019 Share Posted October 11, 2019 13 minutes ago, Andrew Davie said: BAD code. If that's supposed to be a valid one, I guess I better go back and check my algorithm! Yes, it's valid, I didn't modify anything at all. Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 11, 2019 Author Share Posted October 11, 2019 2 minutes ago, devwebcl said: Yes, it's valid, I didn't modify anything at all. Bummer. It has an invalid checksum. The contents are... Decoded seconds: 200 Decoded level: 6 Decoded moves: 666 1 Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 11, 2019 Author Share Posted October 11, 2019 43 minutes ago, devwebcl said: Yes, it's valid, I didn't modify anything at all. Just double-checking -- you were using the absolutely latest binary, right? Earlier binaries just had random digits. Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 11, 2019 Author Share Posted October 11, 2019 (edited) I need a way to make sure which binary people are using, if they submit CODEs. So I've modified the character set just to give me reassurance that future reports are the correct one. Please use this in preference to any previous versions. Ta. sokoboo_20191011.bin Edited October 11, 2019 by Andrew Davie Quote Link to comment Share on other sites More sharing options...
alex_79 Posted October 11, 2019 Share Posted October 11, 2019 (edited) Spoiler level 27 60 moves Played with default settings for console switches, so it's in PAL mode. In case the code isn't valid, I attach here savestates for Stella 6.1beta. Unzip it in the savestate dir (.config/stella/state in linux) and use the "loadallstates" command in the debugger prompt. sokoboo_20191011.l27m60.zip Spoiler level 28 126 moves sokoboo_20191011.l28m126.zip Edited October 11, 2019 by alex_79 Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 11, 2019 Author Share Posted October 11, 2019 22 minutes ago, alex_79 said: Hide contents level 27 60 moves Played with default settings for console switches, so it's in PAL mode. In case the code isn't valid, I attach here savestates for Stella 6.1beta. Unzip it in the savestate dir (.config/stella/states in linux) and use the "loadallstates" command in the debugger prompt. sokoboo_20191011.l27m60.zip 1.24 MB · 1 download Reveal hidden contents level 28 126 moves sokoboo_20191011.l28m126.zip 1.51 MB · 1 download Thanks for the testing/update. Here's my results... 1. Checksums match -- valid entry Decoded seconds: 861 Decoded level: 27 Decoded moves: 60 2. Bad checksum! Decoded seconds: 1015 Decoded level: 28 Decoded moves: 126 So, it looks like I have the data saved correctly, but I'm getting a bad checksum calculation! many thanks. Quote Link to comment Share on other sites More sharing options...
devwebcl Posted October 11, 2019 Share Posted October 11, 2019 10 hours ago, Andrew Davie said: Bummer. It has an invalid checksum. The contents are... Decoded seconds: 200 Decoded level: 6 Decoded moves: 666 I used sokoboo_20191010 Quote Link to comment Share on other sites More sharing options...
devwebcl Posted October 11, 2019 Share Posted October 11, 2019 Now with sokoboo_20191011 I tried to replicate my last game. Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 11, 2019 Author Share Posted October 11, 2019 Thank you for those who have tested. I have found a "rookie error" in my checksum calculation code, so new version soon. Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 11, 2019 Author Share Posted October 11, 2019 20 hours ago, D Train said: The dog is going to run around the playfield barking at the blocks, right? ? If I could, I would. Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 11, 2019 Author Share Posted October 11, 2019 Right. Well, let's give this another whirl. I found a problem with the checksum-generating code. The irony is, I'd previously today pointed out a bug in someone's code which forgot to take account of the carry bit when adding multiple values. Wouldn't you know it, that is exactly what I was doing, too. At least my mind was thinking about it. I've given this one a few runs, and I think it's OK now. Feel free to test, though - I do appreciate the effort involved. I have sort of realised, though, that the encoding I am using may not actually be so difficult to decypher after all. Well, have at it. Free cart version to the first person to give me a plain english description of how it's encoded, before the end of the month. That is, explain how the 12 numbers encode level, time, # moves. No cheating by disassembling, now...! sokoboo_20191011b.bin 2 Quote Link to comment Share on other sites More sharing options...
+D Train Posted October 11, 2019 Share Posted October 11, 2019 5 hours ago, Andrew Davie said: If I could, I would. Sokoboo: Deluxe! Quote Link to comment Share on other sites More sharing options...
alex_79 Posted October 11, 2019 Share Posted October 11, 2019 A couple more using 20191011b binary: Spoiler level 17, 34 moves Spoiler level 34, 79 moves Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 11, 2019 Author Share Posted October 11, 2019 4 hours ago, alex_79 said: A couple more using 20191011b binary: Reveal hidden contents level 17, 34 moves Hide contents level 34, 79 moves Thanks. Both decoded OK. 1. Decoded seconds: 28 Decoded level: 17 Decoded moves: 34 2. Decoded seconds: 293 Decoded level: 34 Decoded moves: 79 1 Quote Link to comment Share on other sites More sharing options...
alex_79 Posted October 12, 2019 Share Posted October 12, 2019 (edited) Bug report: Whenever you try to step back beyond the starting position (moves counter at 0), causing the background to flash red, the next move does NOT increment the counter, and the resulting position becomes the new "starting" one if you later try to take back moves again. EDIT: actually it happens when you reach the first/oldest position in the "take back" buffer, which might not be the starting position if you've been playing the level for a while. Edited October 12, 2019 by alex_79 Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 13, 2019 Author Share Posted October 13, 2019 PRGE title screen... 6 Quote Link to comment Share on other sites More sharing options...
devwebcl Posted October 13, 2019 Share Posted October 13, 2019 On 10/11/2019 at 9:09 AM, Andrew Davie said: Right. Well, let's give this another whirl. I found a problem with the checksum-generating code. The irony is, I'd previously today pointed out a bug in someone's code which forgot to take account of the carry bit when adding multiple values. Wouldn't you know it, that is exactly what I was doing, too. At least my mind was thinking about it. I've given this one a few runs, and I think it's OK now. Feel free to test, though - I do appreciate the effort involved. I have sort of realised, though, that the encoding I am using may not actually be so difficult to decypher after all. Well, have at it. Free cart version to the first person to give me a plain English description of how it's encoded, before the end of the month. That is, explain how the 12 numbers encode level, time, # moves. No cheating by disassembling, now...! sokoboo_20191011b.bin 32 kB · 16 downloads I gave some shots to find out the algorithm, but still with no luck. I figured out just a small "behavior". 1 Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted October 13, 2019 Author Share Posted October 13, 2019 23 hours ago, alex_79 said: Bug report: Whenever you try to step back beyond the starting position (moves counter at 0), causing the background to flash red, the next move does NOT increment the counter, and the resulting position becomes the new "starting" one if you later try to take back moves again. EDIT: actually it happens when you reach the first/oldest position in the "take back" buffer, which might not be the starting position if you've been playing the level for a while. Thanks for the report/diagnosis. I believe I have fixed this with this version... sokoboo_20191014.bin Quote Link to comment Share on other sites More sharing options...
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